/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // world.c -- world query functions #include "qwsvdef.h" #ifndef CLIENTONLY /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ extern cvar_t sv_compatablehulls; typedef struct { vec3_t boxmins, boxmaxs;// enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; int type; edict_t *passedict; #ifdef Q2SERVER q2edict_t *q2passedict; #endif int hullnum; } moveclip_t; /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* =================== SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void SV_InitBoxHull (void) { int i; int side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; Q1BSP_SetHullFuncs(&box_hull); for (i=0 ; i<6 ; i++) { box_clipnodes[i].planenum = i; side = i&1; box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY; if (i != 5) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; } } /* =================== SV_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *SV_HullForBox (vec3_t mins, vec3_t maxs) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================ SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ hull_t *SV_HullForEntity (edict_t *ent, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // decide which clipping hull to use, based on the size if (ent->v->solid == SOLID_BSP) { // explicit hulls in the BSP model if (ent->v->movetype != MOVETYPE_PUSH) SV_Error ("SOLID_BSP without MOVETYPE_PUSH (%s)", ent->v->classname + svprogfuncs->stringtable); model = sv.models[ (int)ent->v->modelindex ]; if (!model || model->type != mod_brush) SV_Error ("SOLID_BSP with a non bsp model"); VectorSubtract (maxs, mins, size); if (hullnum >= 1 && hullnum <= MAX_MAP_HULLSM && model->hulls[hullnum-1].available) hull = &model->hulls[hullnum-1]; else { if (model->hulls[5].available) { if (size[0] < 3) // Point hull = &model->hulls[0]; else if (size[0] <= 32 && size[2] <= 28) // Half Player hull = &model->hulls[3]; else if (size[0] <= 32) // Full Player hull = &model->hulls[1]; else // Golumn hull = &model->hulls[5]; } else { if (size[0] < 3 || !model->hulls[1].available) hull = &model->hulls[0]; else if (size[0] <= 32) { if (size[2] < 54 && model->hulls[3].available) hull = &model->hulls[3]; // 32x32x36 else hull = &model->hulls[1]; } else hull = &model->hulls[2]; } } // calculate an offset value to center the origin VectorSubtract (hull->clip_mins, mins, offset); VectorAdd (offset, ent->v->origin, offset); } else { // create a temp hull from bounding box sizes VectorSubtract (ent->v->mins, maxs, hullmins); VectorSubtract (ent->v->maxs, mins, hullmaxs); hull = SV_HullForBox (hullmins, hullmaxs); VectorCopy (ent->v->origin, offset); } return hull; } #ifdef Q2SERVER hull_t *SVQ2_HullForEntity (q2edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // decide which clipping hull to use, based on the size if (ent->s.solid == Q2SOLID_BSP) { // explicit hulls in the BSP model model = sv.models[ (int)ent->s.modelindex ]; if (!model || model->type != mod_brush) SV_Error ("SOLID_BSP with a non bsp model"); VectorSubtract (maxs, mins, size); if (model->fromgame == fg_halflife) { if (size[0] < 3) hull = &model->hulls[0]; // 0x0x0 else if (size[0] <= 32) { if (size[2] < 54) // pick the nearest of 36 or 72 hull = &model->hulls[3]; // 32x32x36 else hull = &model->hulls[1]; // 32x32x72 } else hull = &model->hulls[2]; // 64x64x64 } else { if (size[0] < 3) hull = &model->hulls[0]; else if (size[0] <= 32) { if (size[2] < 54 && model->hulls[3].firstclipnode) // pick the nearest of 36 or 72 hull = &model->hulls[3]; // 32x32x36 else hull = &model->hulls[1]; } else hull = &model->hulls[2]; } // calculate an offset value to center the origin VectorSubtract (hull->clip_mins, mins, offset); VectorAdd (offset, ent->s.origin, offset); } else { // create a temp hull from bounding box sizes VectorSubtract (ent->mins, maxs, hullmins); VectorSubtract (ent->maxs, mins, hullmaxs); hull = SV_HullForBox (hullmins, hullmaxs); VectorCopy (ent->s.origin, offset); } return hull; } #endif /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ areanode_t sv_areanodes[AREA_NODES]; int sv_numareanodes; /* =============== SV_CreateAreaNode =============== */ areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1, mins2, maxs2; anode = &sv_areanodes[sv_numareanodes]; sv_numareanodes++; ClearLink (&anode->trigger_edicts); ClearLink (&anode->solid_edicts); if (depth == AREA_DEPTH) { anode->axis = -1; anode->children[0] = anode->children[1] = NULL; return anode; } VectorSubtract (maxs, mins, size); if (size[0] > size[1]) anode->axis = 0; else anode->axis = 1; anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]); VectorCopy (mins, mins1); VectorCopy (mins, mins2); VectorCopy (maxs, maxs1); VectorCopy (maxs, maxs2); maxs1[anode->axis] = mins2[anode->axis] = anode->dist; anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2); anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1); return anode; } /* =============== SV_ClearWorld =============== */ void SV_ClearWorld (void) { SV_InitBoxHull (); memset (sv_areanodes, 0, sizeof(sv_areanodes)); sv_numareanodes = 0; SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict (edict_t *ent) { if (!ent->area.prev) return; // not linked in anywhere RemoveLink (&ent->area); ent->area.prev = ent->area.next = NULL; } /* ==================== SV_TouchLinks ==================== */ #define MAX_NODELINKS 256 //all this means is that any more than this will not touch. edict_t *nodelinks[MAX_NODELINKS]; void SV_TouchLinks ( edict_t *ent, areanode_t *node ) { //Spike: rewritten this function to cope with killtargets used on a few maps. link_t *l, *next; edict_t *touch; int old_self, old_other; int linkcount = 0, ln; //work out who they are first. for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch == ent) continue; if (!touch->v->touch || touch->v->solid != SOLID_TRIGGER) continue; if (ent->v->absmin[0] > touch->v->absmax[0] || ent->v->absmin[1] > touch->v->absmax[1] || ent->v->absmin[2] > touch->v->absmax[2] || ent->v->absmax[0] < touch->v->absmin[0] || ent->v->absmax[1] < touch->v->absmin[1] || ent->v->absmax[2] < touch->v->absmin[2] ) continue; if (!((int)ent->v->dimension_solid & (int)touch->v->dimension_hit)) continue; nodelinks[linkcount++] = touch; if (linkcount == MAX_NODELINKS) break; } old_self = pr_global_struct->self; old_other = pr_global_struct->other; for (ln = 0; ln < linkcount; ln++) { touch = nodelinks[ln]; //make sure nothing moved it away if (touch->isfree) continue; if (!touch->v->touch || touch->v->solid != SOLID_TRIGGER) continue; if (ent->v->absmin[0] > touch->v->absmax[0] || ent->v->absmin[1] > touch->v->absmax[1] || ent->v->absmin[2] > touch->v->absmax[2] || ent->v->absmax[0] < touch->v->absmin[0] || ent->v->absmax[1] < touch->v->absmin[1] || ent->v->absmax[2] < touch->v->absmin[2] ) continue; if (!((int)ent->v->dimension_solid & (int)touch->v->dimension_hit)) //didn't change did it?... continue; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, touch); pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, ent); pr_global_struct->time = sv.time; PR_ExecuteProgram (svprogfuncs, touch->v->touch); if (ent->isfree) break; } pr_global_struct->self = old_self; pr_global_struct->other = old_other; // recurse down both sides if (node->axis == -1 || ent->isfree) return; if ( ent->v->absmax[node->axis] > node->dist ) SV_TouchLinks ( ent, node->children[0] ); if ( ent->v->absmin[node->axis] < node->dist ) SV_TouchLinks ( ent, node->children[1] ); } #ifdef Q2BSPS void Q2BSP_FindTouchedLeafs(edict_t *ent) { #define MAX_TOTAL_ENT_LEAFS 128 int leafs[MAX_TOTAL_ENT_LEAFS]; int clusters[MAX_TOTAL_ENT_LEAFS]; int num_leafs; int topnode; int i, j; int area; //ent->num_leafs == q2's ent->num_clusters ent->num_leafs = 0; ent->areanum = 0; ent->areanum2 = 0; //get all leafs, including solids num_leafs = CM_BoxLeafnums (ent->v->absmin, ent->v->absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topnode); // set areas for (i=0 ; iareanum && ent->areanum != area) { if (ent->areanum2 && ent->areanum2 != area && sv.state == ss_loading) Con_DPrintf ("Object touching 3 areas at %f %f %f\n", ent->v->absmin[0], ent->v->absmin[1], ent->v->absmin[2]); ent->areanum2 = area; } else ent->areanum = area; } } if (num_leafs >= MAX_TOTAL_ENT_LEAFS) { // assume we missed some leafs, and mark by headnode ent->num_leafs = -1; ent->headnode = topnode; } else { ent->num_leafs = 0; for (i=0 ; inum_leafs == MAX_ENT_LEAFS) { // assume we missed some leafs, and mark by headnode ent->num_leafs = -1; ent->headnode = topnode; break; } ent->leafnums[ent->num_leafs++] = clusters[i]; } } } } #endif /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (edict_t *ent, qboolean touch_triggers) { areanode_t *node; if (ent->area.prev) SV_UnlinkEdict (ent); // unlink from old position ent->solidtype = ent->v->solid; if (ent == sv.edicts) return; // don't add the world if (ent->isfree) return; // set the abs box if (ent->v->solid == SOLID_BSP && (ent->v->angles[0] || ent->v->angles[1] || ent->v->angles[2]) ) { // expand for rotation int i; vec3_t f, r, u; vec3_t mn, mx; //we need to link to the correct leaves if (progstype == PROG_H2) { ent->v->angles[0]*=-1; AngleVectors(ent->v->angles, f,r,u); ent->v->angles[0]*=-1; } else AngleVectors(ent->v->angles, f,r,u); mn[0] = DotProduct(ent->v->mins, f); mn[1] = -DotProduct(ent->v->mins, r); mn[2] = DotProduct(ent->v->mins, u); mx[0] = DotProduct(ent->v->maxs, f); mx[1] = -DotProduct(ent->v->maxs, r); mx[2] = DotProduct(ent->v->maxs, u); for (i = 0; i < 3; i++) { if (mn[i] < mx[i]) { ent->v->absmin[i] = ent->v->origin[i]+mn[i]-0.1; ent->v->absmax[i] = ent->v->origin[i]+mx[i]+0.1; } else { //box went inside out ent->v->absmin[i] = ent->v->origin[i]+mx[i]-0.1; ent->v->absmax[i] = ent->v->origin[i]+mn[i]+0.1; } } } else { VectorAdd (ent->v->origin, ent->v->mins, ent->v->absmin); VectorAdd (ent->v->origin, ent->v->maxs, ent->v->absmax); } // // to make items easier to pick up and allow them to be grabbed off // of shelves, the abs sizes are expanded // if ((int)ent->v->flags & FL_ITEM) { ent->v->absmin[0] -= 15; ent->v->absmin[1] -= 15; ent->v->absmax[0] += 15; ent->v->absmax[1] += 15; } else { // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ent->v->absmin[0] -= 1; ent->v->absmin[1] -= 1; ent->v->absmin[2] -= 1; ent->v->absmax[0] += 1; ent->v->absmax[1] += 1; ent->v->absmax[2] += 1; } // link to PVS leafs sv.worldmodel->funcs.FindTouchedLeafs_Q1(ent); /* #ifdef Q2BSPS if (sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) Q2BSP_FindTouchedLeafs(ent); else #endif if (sv.worldmodel->fromgame == fg_doom) { } else Q1BSP_FindTouchedLeafs(ent); */ if (ent->v->solid == SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_areanodes; while (1) { if (node->axis == -1) break; if (ent->v->absmin[node->axis] > node->dist) node = node->children[0]; else if (ent->v->absmax[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_LADDER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); // if touch_triggers, touch all entities at this node and decend for more if (touch_triggers) SV_TouchLinks ( ent, sv_areanodes ); } #ifdef Q2SERVER void VARGS SVQ2_UnlinkEdict(q2edict_t *ent) { if (!ent->area.prev) return; // not linked in anywhere RemoveLink (&ent->area); ent->area.prev = ent->area.next = NULL; } void VARGS SVQ2_LinkEdict(q2edict_t *ent) { areanode_t *node; int leafs[MAX_TOTAL_ENT_LEAFS]; int clusters[MAX_TOTAL_ENT_LEAFS]; int num_leafs; int i, j, k; int area; int topnode; if (ent->area.prev) SVQ2_UnlinkEdict (ent); // unlink from old position if (ent == ge->edicts) return; // don't add the world if (!ent->inuse) return; // set the size VectorSubtract (ent->maxs, ent->mins, ent->size); // encode the size into the entity_state for client prediction if (ent->solid == Q2SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER)) { // assume that x/y are equal and symetric i = ent->maxs[0]/8; if (i<1) i = 1; if (i>31) i = 31; // z is not symetric j = (-ent->mins[2])/8; if (j<1) j = 1; if (j>31) j = 31; // and z maxs can be negative... k = (ent->maxs[2]+32)/8; if (k<1) k = 1; if (k>63) k = 63; ent->s.solid = (k<<10) | (j<<5) | i; } else if (ent->solid == Q2SOLID_BSP) { ent->s.solid = 31; // a solid_bbox will never create this value } else ent->s.solid = 0; // set the abs box if (ent->solid == Q2SOLID_BSP && (ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) ) { // expand for rotation float max, v; int i; max = 0; for (i=0 ; i<3 ; i++) { v =fabs( ent->mins[i]); if (v > max) max = v; v =fabs( ent->maxs[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { ent->absmin[i] = ent->s.origin[i] - max; ent->absmax[i] = ent->s.origin[i] + max; } } else { // normal VectorAdd (ent->s.origin, ent->mins, ent->absmin); VectorAdd (ent->s.origin, ent->maxs, ent->absmax); } // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ent->absmin[0] -= 1; ent->absmin[1] -= 1; ent->absmin[2] -= 1; ent->absmax[0] += 1; ent->absmax[1] += 1; ent->absmax[2] += 1; // link to PVS leafs ent->num_clusters = 0; ent->areanum = 0; ent->areanum2 = 0; //get all leafs, including solids num_leafs = CM_BoxLeafnums (ent->absmin, ent->absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topnode); // set areas for (i=0 ; iareanum && ent->areanum != area) { if (ent->areanum2 && ent->areanum2 != area && sv.state == ss_loading) Con_DPrintf ("Object touching 3 areas at %f %f %f\n", ent->absmin[0], ent->absmin[1], ent->absmin[2]); ent->areanum2 = area; } else ent->areanum = area; } } if (num_leafs >= MAX_TOTAL_ENT_LEAFS) { // assume we missed some leafs, and mark by headnode ent->num_clusters = -1; ent->headnode = topnode; } else { ent->num_clusters = 0; for (i=0 ; inum_clusters == MAX_ENT_CLUSTERS) { // assume we missed some leafs, and mark by headnode ent->num_clusters = -1; ent->headnode = topnode; break; } ent->clusternums[ent->num_clusters++] = clusters[i]; } } } // if first time, make sure old_origin is valid if (!ent->linkcount) { VectorCopy (ent->s.origin, ent->s.old_origin); } ent->linkcount++; if (ent->solid == Q2SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_areanodes; while (1) { if (node->axis == -1) break; if (ent->absmin[node->axis] > node->dist) node = node->children[0]; else if (ent->absmax[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in if (ent->solid == Q2SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); } void SVQ2_Q1BSP_LinkEdict(q2edict_t *ent) { areanode_t *node; int i, j, k; if (ent->area.prev) SVQ2_UnlinkEdict (ent); // unlink from old position if (ent == ge->edicts) return; // don't add the world if (!ent->inuse) return; // set the size VectorSubtract (ent->maxs, ent->mins, ent->size); // encode the size into the entity_state for client prediction if (ent->solid == Q2SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER)) { // assume that x/y are equal and symetric i = ent->maxs[0]/8; if (i<1) i = 1; if (i>31) i = 31; // z is not symetric j = (-ent->mins[2])/8; if (j<1) j = 1; if (j>31) j = 31; // and z maxs can be negative... k = (ent->maxs[2]+32)/8; if (k<1) k = 1; if (k>63) k = 63; ent->s.solid = (k<<10) | (j<<5) | i; } else if (ent->solid == Q2SOLID_BSP) { ent->s.solid = 31; // a solid_bbox will never create this value } else ent->s.solid = 0; // set the abs box if (ent->solid == Q2SOLID_BSP && (ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) ) { // expand for rotation float max, v; int i; max = 0; for (i=0 ; i<3 ; i++) { v =fabs( ent->mins[i]); if (v > max) max = v; v =fabs( ent->maxs[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { ent->absmin[i] = ent->s.origin[i] - max; ent->absmax[i] = ent->s.origin[i] + max; } } else { // normal VectorAdd (ent->s.origin, ent->mins, ent->absmin); VectorAdd (ent->s.origin, ent->maxs, ent->absmax); } // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ent->absmin[0] -= 1; ent->absmin[1] -= 1; ent->absmin[2] -= 1; ent->absmax[0] += 1; ent->absmax[1] += 1; ent->absmax[2] += 1; // link to PVS leafs ent->num_clusters = 0; ent->areanum = 0; ent->areanum2 = 0; ent->areanum = 1; /* //get all leafs, including solids num_leafs = CM_BoxLeafnums (ent->absmin, ent->absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topnode); // set areas for (i=0 ; iareanum && ent->areanum != area) { if (ent->areanum2 && ent->areanum2 != area && sv.state == ss_loading) Con_DPrintf ("Object touching 3 areas at %f %f %f\n", ent->absmin[0], ent->absmin[1], ent->absmin[2]); ent->areanum2 = area; } else ent->areanum = area; } } if (num_leafs >= MAX_TOTAL_ENT_LEAFS) { // assume we missed some leafs, and mark by headnode ent->num_clusters = -1; ent->headnode = topnode; } else { ent->num_clusters = 0; for (i=0 ; inum_clusters == MAX_ENT_CLUSTERS) { // assume we missed some leafs, and mark by headnode ent->num_clusters = -1; ent->headnode = topnode; break; } ent->clusternums[ent->num_clusters++] = clusters[i]; } } } */ // if first time, make sure old_origin is valid if (!ent->linkcount) { VectorCopy (ent->s.origin, ent->s.old_origin); } ent->linkcount++; if (ent->solid == Q2SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_areanodes; while (1) { if (node->axis == -1) break; if (ent->absmin[node->axis] > node->dist) node = node->children[0]; else if (ent->absmax[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in if (ent->solid == Q2SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); } #endif /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ /* ================== SV_PointContents ================== */ int SV_PointContents (vec3_t p) { return sv.worldmodel->hulls[0].funcs.HullPointContents(&sv.worldmodel->hulls[0], p); } //=========================================================================== /* ============ SV_TestEntityPosition A small wrapper around SV_BoxInSolidEntity that never clips against the supplied entity. ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, ent->v->origin, 0, ent); if (trace.startsolid) return sv.edicts; return NULL; } //wrapper function. Rotates the start and end positions around the angles if needed. qboolean TransformedHullCheck (hull_t *hull, vec3_t start, vec3_t end, trace_t *trace, vec3_t angles) { vec3_t start_l, end_l; vec3_t a; vec3_t forward, right, up; vec3_t temp; qboolean result; // don't rotate non bsp ents. Too small to bother. if (hull != &box_hull && (angles[0] || angles[1] || angles[2]) ) { AngleVectors (angles, forward, right, up); VectorCopy (start, temp); start_l[0] = DotProduct (temp, forward); start_l[1] = -DotProduct (temp, right); start_l[2] = DotProduct (temp, up); VectorCopy (end, temp); end_l[0] = DotProduct (temp, forward); end_l[1] = -DotProduct (temp, right); end_l[2] = DotProduct (temp, up); result = hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace); // FIXME: figure out how to do this with existing angles // VectorNegate (angles, a); a[0] = -angles[0]; a[1] = -angles[1]; a[2] = -angles[2]; AngleVectors (a, forward, right, up); VectorCopy (trace->plane.normal, temp); trace->plane.normal[0] = DotProduct (temp, forward); trace->plane.normal[1] = -DotProduct (temp, right); trace->plane.normal[2] = DotProduct (temp, up); trace->endpos[0] = start[0] + trace->fraction * (end[0] - start[0]); trace->endpos[1] = start[1] + trace->fraction * (end[1] - start[1]); trace->endpos[2] = start[2] + trace->fraction * (end[2] - start[2]); } else result = hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start, end, trace); return result; } /* ================== SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hullnum) //hullnum overrides min/max for q1 style bsps { trace_t trace; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; #ifdef Q2BSPS if (ent->v->solid == SOLID_BSP) if (sv.models[(int)ent->v->modelindex] && (sv.models[(int)ent->v->modelindex]->fromgame == fg_quake2 || sv.models[(int)ent->v->modelindex]->fromgame == fg_quake3)) { trace = CM_TransformedBoxTrace (start, end, mins, maxs, sv.models[(int)ent->v->modelindex]->hulls[0].firstclipnode, MASK_PLAYERSOLID, ent->v->origin, ent->v->angles); if (trace.fraction < 1 || trace.startsolid ) trace.ent = ent; return trace; } #endif // fill in a default trace memset (&trace, 0, sizeof(trace_t)); trace.fraction = 1; trace.allsolid = true; VectorCopy (end, trace.endpos); // get the clipping hull hull = SV_HullForEntity (ent, hullnum, mins, maxs, offset); VectorSubtract (start, offset, start_l); VectorSubtract (end, offset, end_l); // trace a line through the apropriate clipping hull if (progstype == PROG_H2 && ent->v->solid == SOLID_BSP) { ent->v->angles[0]*=-1; TransformedHullCheck(hull, start_l, end_l, &trace, ent->v->angles); ent->v->angles[0]*=-1; } else { TransformedHullCheck(hull, start_l, end_l, &trace, ent->v->angles); } // fix trace up by the offset if (trace.fraction != 1) VectorAdd (trace.endpos, offset, trace.endpos); // did we clip the move? if (trace.fraction < 1 || trace.startsolid ) trace.ent = ent; return trace; } #ifdef Q2SERVER trace_t SVQ2_ClipMoveToEntity (q2edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { trace_t trace; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; /* #ifdef Q2BSPS if (ent->s.solid == Q2SOLID_BSP) if (sv.models[(int)ent->s.modelindex] && (sv.models[(int)ent->s.modelindex]->fromgame == fg_quake2 || sv.models[(int)ent->s.modelindex]->fromgame == fg_quake3)) { trace = CM_TransformedBoxTrace (start, end, mins, maxs, sv.models[(int)ent->s.modelindex]->hulls[0].firstclipnode, MASK_PLAYERSOLID, ent->s.origin, ent->s.angles); if (trace.fraction < 1 || trace.startsolid ) trace.ent = (edict_t *)ent; return trace; } #endif */ // fill in a default trace memset (&trace, 0, sizeof(trace_t)); trace.fraction = 1; trace.allsolid = true; VectorCopy (end, trace.endpos); // get the clipping hull hull = SVQ2_HullForEntity (ent, mins, maxs, offset); VectorSubtract (start, offset, start_l); VectorSubtract (end, offset, end_l); // trace a line through the apropriate clipping hull TransformedHullCheck(hull, start_l, end_l, &trace, ent->s.angles); // fix trace up by the offset if (trace.fraction != 1) VectorAdd (trace.endpos, offset, trace.endpos); // did we clip the move? if (trace.fraction < 1 || trace.startsolid ) trace.ent = (edict_t *)ent; return trace; } #endif #ifdef Q2BSPS float *area_mins, *area_maxs; edict_t **area_list; #ifdef Q2SERVER q2edict_t **area_q2list; #endif int area_count, area_maxcount; int area_type; #define AREA_SOLID 1 void SV_AreaEdicts_r (areanode_t *node) { link_t *l, *next, *start; edict_t *check; int count; count = 0; // touch linked edicts if (area_type == AREA_SOLID) start = &node->solid_edicts; else start = &node->trigger_edicts; for (l=start->next ; l != start ; l = next) { next = l->next; check = EDICT_FROM_AREA(l); if (check->v->solid == SOLID_NOT) continue; // deactivated if (check->v->absmin[0] > area_maxs[0] || check->v->absmin[1] > area_maxs[1] || check->v->absmin[2] > area_maxs[2] || check->v->absmax[0] < area_mins[0] || check->v->absmax[1] < area_mins[1] || check->v->absmax[2] < area_mins[2]) continue; // not touching if (area_count == area_maxcount) { Con_Printf ("SV_AreaEdicts: MAXCOUNT\n"); return; } area_list[area_count] = check; area_count++; } if (node->axis == -1) return; // terminal node // recurse down both sides if ( area_maxs[node->axis] > node->dist ) SV_AreaEdicts_r ( node->children[0] ); if ( area_mins[node->axis] < node->dist ) SV_AreaEdicts_r ( node->children[1] ); } /* ================ SV_AreaEdicts ================ */ int SV_AreaEdicts (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype) { area_mins = mins; area_maxs = maxs; area_list = list; area_count = 0; area_maxcount = maxcount; area_type = areatype; SV_AreaEdicts_r (sv_areanodes); return area_count; } #ifdef Q2SERVER void SVQ2_AreaEdicts_r (areanode_t *node) { link_t *l, *next, *start; q2edict_t *check; int count; count = 0; // touch linked edicts if (area_type == AREA_SOLID) start = &node->solid_edicts; else start = &node->trigger_edicts; for (l=start->next ; l != start ; l = next) { if (!l) { int i; SV_ClearWorld(); check = ge->edicts; for (i = 0; i < ge->num_edicts; i++, check = (q2edict_t *)((char *)check + ge->edict_size)) memset(&check->area, 0, sizeof(check->area)); Con_Printf ("SV_AreaEdicts: Bad links\n"); return; } next = l->next; check = Q2EDICT_FROM_AREA(l); if (check->solid == Q2SOLID_NOT) continue; // deactivated if (check->absmin[0] > area_maxs[0] || check->absmin[1] > area_maxs[1] || check->absmin[2] > area_maxs[2] || check->absmax[0] < area_mins[0] || check->absmax[1] < area_mins[1] || check->absmax[2] < area_mins[2]) continue; // not touching if (area_count == area_maxcount) { Con_Printf ("SV_AreaEdicts: MAXCOUNT\n"); return; } area_q2list[area_count] = check; area_count++; } if (node->axis == -1) return; // terminal node // recurse down both sides if ( area_maxs[node->axis] > node->dist ) SVQ2_AreaEdicts_r ( node->children[0] ); if ( area_mins[node->axis] < node->dist ) SVQ2_AreaEdicts_r ( node->children[1] ); } int VARGS SVQ2_AreaEdicts (vec3_t mins, vec3_t maxs, q2edict_t **list, int maxcount, int areatype) { area_mins = mins; area_maxs = maxs; area_q2list = list; area_count = 0; area_maxcount = maxcount; area_type = areatype; SVQ2_AreaEdicts_r (sv_areanodes); return area_count; } #endif /* ================ SV_HeadnodeForEntity Returns a headnode that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ int SV_HeadnodeForEntity (edict_t *ent) { model_t *model; // decide which clipping hull to use, based on the size if (ent->v->solid == SOLID_BSP) { // explicit hulls in the BSP model model = sv.models[ (int)ent->v->modelindex ]; if (!model) SV_Error ("MOVETYPE_PUSH with a non bsp model"); return model->hulls[0].firstclipnode; } // create a temp hull from bounding box sizes return CM_HeadnodeForBox (ent->v->mins, ent->v->maxs); } #ifdef Q2SERVER int SVQ2_HeadnodeForEntity (q2edict_t *ent) { model_t *model; // decide which clipping hull to use, based on the size if (ent->solid == Q2SOLID_BSP) { // explicit hulls in the BSP model model = sv.models[ (int)ent->s.modelindex ]; if (!model) SV_Error ("Q2SOLID_BSP with a non bsp model"); return model->hulls[0].firstclipnode; } // create a temp hull from bounding box sizes return CM_HeadnodeForBox (ent->mins, ent->maxs); } #endif void SV_ClipMoveToEntities ( moveclip_t *clip ) { int i, num; edict_t *touchlist[MAX_EDICTS], *touch; trace_t trace; int headnode; float *angles; int passed = EDICT_TO_PROG(svprogfuncs, clip->passedict); num = SV_AreaEdicts (clip->boxmins, clip->boxmaxs, touchlist , MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iv->solid == SOLID_NOT) continue; if (touch == clip->passedict) continue; if (clip->trace.allsolid) return; if (clip->passedict) { if (touch->v->owner == passed) continue; // don't clip against own missiles if (clip->passedict->v->owner == EDICT_TO_PROG(svprogfuncs, touch)) continue; // don't clip against owner } if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP) continue; // don't clip corpse against character if (clip->passedict->v->solid == SOLID_CORPSE && (touch->v->solid == SOLID_SLIDEBOX || touch->v->solid == SOLID_CORPSE)) continue; // don't clip character against corpse if (clip->passedict->v->solid == SOLID_SLIDEBOX && touch->v->solid == SOLID_CORPSE) continue; if (!((int)clip->passedict->v->dimension_hit & (int)touch->v->dimension_solid)) continue; // if ( !(clip->contentmask & CONTENTS_DEADMONSTER) // && (touch->svflags & SVF_DEADMONSTER) ) // continue; // might intersect, so do an exact clip headnode = SV_HeadnodeForEntity (touch); angles = touch->v->angles; if (touch->v->solid != SOLID_BSP) angles = vec3_origin; // boxes don't rotate /* if (touch->svflags & SVF_MONSTER) trace = CM_TransformedBoxTrace (clip->start, clip->end, clip->mins2, clip->maxs2, headnode, clip->contentmask, touch->s.origin, angles); else */ trace = CM_TransformedBoxTrace (clip->start, clip->end, clip->mins, clip->maxs, headnode, MASK_PLAYERSOLID, touch->v->origin, angles); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } } #ifdef Q2SERVER void SVQ2_ClipMoveToEntities ( moveclip_t *clip, int contentsmask ) { int i, num; q2edict_t *touchlist[MAX_EDICTS], *touch; trace_t trace; int headnode; float *angles; num = SVQ2_AreaEdicts (clip->boxmins, clip->boxmaxs, touchlist , MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; isolid == Q2SOLID_NOT) continue; if (touch == clip->q2passedict) continue; if (clip->trace.allsolid) return; if (clip->q2passedict) { if (touch->owner == clip->q2passedict) continue; // don't clip against own missiles if (clip->q2passedict->owner == touch) continue; // don't clip against owner } if (touch->svflags & SVF_DEADMONSTER) if ( !(contentsmask & Q2CONTENTS_DEADMONSTER)) continue; // might intersect, so do an exact clip headnode = SVQ2_HeadnodeForEntity (touch); angles = touch->s.angles; if (touch->solid != Q2SOLID_BSP) angles = vec3_origin; // boxes don't rotate if (touch->svflags & SVF_MONSTER) trace = CM_TransformedBoxTrace (clip->start, clip->end, clip->mins2, clip->maxs2, headnode, contentsmask, touch->s.origin, angles); else trace = CM_TransformedBoxTrace (clip->start, clip->end, clip->mins, clip->maxs, headnode, contentsmask, touch->s.origin, angles); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = (edict_t *)touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } #undef ped } #endif #endif //=========================================================================== /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; trace_t trace; // touch linked edicts for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch->v->solid == SOLID_NOT) continue; if (touch == clip->passedict) continue; if (touch->v->solid == SOLID_TRIGGER || touch->v->solid == SOLID_LADDER) SV_Error ("Trigger in clipping list"); if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP) continue; // don't clip corpse against character if (clip->passedict->v->solid == SOLID_CORPSE && (touch->v->solid == SOLID_SLIDEBOX || touch->v->solid == SOLID_CORPSE)) continue; // don't clip character against corpse if (clip->passedict->v->solid == SOLID_SLIDEBOX && touch->v->solid == SOLID_CORPSE) continue; if (clip->boxmins[0] > touch->v->absmax[0] || clip->boxmins[1] > touch->v->absmax[1] || clip->boxmins[2] > touch->v->absmax[2] || clip->boxmaxs[0] < touch->v->absmin[0] || clip->boxmaxs[1] < touch->v->absmin[1] || clip->boxmaxs[2] < touch->v->absmin[2] ) continue; if (clip->passedict && clip->passedict->v->size[0] && !touch->v->size[0]) continue; // points never interact if (!((int)clip->passedict->v->dimension_hit & (int)touch->v->dimension_solid)) continue; // might intersect, so do an exact clip if (clip->trace.allsolid) return; if (clip->passedict) { if (PROG_TO_EDICT(svprogfuncs, touch->v->owner) == clip->passedict) continue; // don't clip against own missiles if (PROG_TO_EDICT(svprogfuncs, clip->passedict->v->owner) == touch) continue; // don't clip against owner } if ((int)touch->v->flags & FL_MONSTER) trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum); else trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } // recurse down both sides if (node->axis == -1) return; if ( clip->boxmaxs[node->axis] > node->dist ) SV_ClipToLinks ( node->children[0], clip ); if ( clip->boxmins[node->axis] < node->dist ) SV_ClipToLinks ( node->children[1], clip ); } #ifdef Q2SERVER void SVQ2_ClipToLinks ( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; q2edict_t *touch; trace_t trace; // touch linked edicts for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; touch = Q2EDICT_FROM_AREA(l); if (touch->s.solid == Q2SOLID_NOT) continue; if (touch == clip->q2passedict) continue; if (touch->s.solid == Q2SOLID_TRIGGER) SV_Error ("Trigger in clipping list"); if (clip->type & MOVE_NOMONSTERS && touch->s.solid != Q2SOLID_BSP) continue; if (clip->boxmins[0] > touch->absmax[0] || clip->boxmins[1] > touch->absmax[1] || clip->boxmins[2] > touch->absmax[2] || clip->boxmaxs[0] < touch->absmin[0] || clip->boxmaxs[1] < touch->absmin[1] || clip->boxmaxs[2] < touch->absmin[2] ) continue; if (clip->q2passedict && clip->q2passedict->size[0] && !touch->size[0]) continue; // points never interact // might intersect, so do an exact clip if (clip->trace.allsolid) return; if (clip->passedict) { if (touch->owner == clip->q2passedict) continue; // don't clip against own missiles if (clip->q2passedict->owner == touch) continue; // don't clip against owner } // if ((int)touch->s.flags & FL_MONSTER) // trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end); // else trace = SVQ2_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = (edict_t *)touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } // recurse down both sides if (node->axis == -1) return; if ( clip->boxmaxs[node->axis] > node->dist ) SV_ClipToLinks ( node->children[0], clip ); if ( clip->boxmins[node->axis] < node->dist ) SV_ClipToLinks ( node->children[1], clip ); } #endif /* ================== SV_MoveBounds ================== */ void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs) { #if 0 // debug to test against everything boxmins[0] = boxmins[1] = boxmins[2] = -9999; boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999; #else int i; for (i=0 ; i<3 ; i++) { if (end[i] > start[i]) { boxmins[i] = start[i] + mins[i] - 1; boxmaxs[i] = end[i] + maxs[i] + 1; } else { boxmins[i] = end[i] + mins[i] - 1; boxmaxs[i] = start[i] + maxs[i] + 1; } } #endif } /* ================== SV_Move ================== */ trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict) { moveclip_t clip; int i; int hullnum; memset ( &clip, 0, sizeof ( moveclip_t ) ); if (passedict->v->hull) hullnum = passedict->v->hull; else if (sv_compatablehulls.value) hullnum = 0; else { int diff; int best; hullnum = 0; best = 8192; //x/y pos/neg are assumed to be the same magnitute. //z pos/height are assumed to be different from all the others. for (i = 0; i < MAX_MAP_HULLSM; i++) { if (!sv.worldmodel->hulls[i].available) continue; #define sq(x) ((x)*(x)) diff = sq(sv.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) + sq(sv.worldmodel->hulls[i].clip_mins[2] - mins[2]) + sq(sv.worldmodel->hulls[i].clip_maxs[1] - maxs[1]) + sq(sv.worldmodel->hulls[i].clip_mins[0] - mins[0]); if (diff < best) { best = diff; hullnum=i; } } hullnum++; } // clip to world clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end, hullnum); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = passedict; clip.hullnum = hullnum; #ifdef Q2SERVER clip.q2passedict = NULL; #endif if (type & MOVE_MISSILE) { for (i=0 ; i<3 ; i++) { clip.mins2[i] = -15; clip.maxs2[i] = 15; } } else { VectorCopy (mins, clip.mins2); VectorCopy (maxs, clip.maxs2); } // create the bounding box of the entire move SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities #ifdef Q2BSPS if (sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) SV_ClipMoveToEntities(&clip); else #endif SV_ClipToLinks ( sv_areanodes, &clip ); if (clip.trace.startsolid) clip.trace.fraction = 0; return clip.trace; } #ifdef Q2SERVER trace_t SVQ2_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, q2edict_t *passedict) { moveclip_t clip; memset ( &clip, 0, sizeof ( moveclip_t ) ); // clip to world clip.trace = CM_BoxTrace(start, end, mins, maxs, 0, type);//SVQ2_ClipMoveToEntity ( ge->edicts, start, mins, maxs, end ); clip.trace.ent = (edict_t *)ge->edicts; if (clip.trace.fraction == 0) return clip.trace; clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = NULL; clip.q2passedict = passedict; VectorCopy (mins, clip.mins2); VectorCopy (maxs, clip.maxs2); // create the bounding box of the entire move SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities #ifdef Q2BSPS if (sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) SVQ2_ClipMoveToEntities(&clip, type); else #endif SVQ2_ClipToLinks ( sv_areanodes, &clip ); return clip.trace; } #endif #endif