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https://bitbucket.org/CPMADevs/cnq3
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200 lines
5.1 KiB
C
200 lines
5.1 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "q_shared.h"
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#include "qcommon.h"
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#include "cm_polylib.h"
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#define MAX_SUBMODELS 256
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#define BOX_MODEL_HANDLE 255
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#define CAPSULE_MODEL_HANDLE 254
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typedef struct {
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cplane_t *plane;
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int children[2]; // negative numbers are leafs
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} cNode_t;
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typedef struct {
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int cluster;
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int area;
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int firstLeafBrush;
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int numLeafBrushes;
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int firstLeafSurface;
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int numLeafSurfaces;
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} cLeaf_t;
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typedef struct cmodel_s {
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vec3_t mins, maxs;
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cLeaf_t leaf; // submodels don't reference the main tree
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} cmodel_t;
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typedef struct {
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cplane_t *plane;
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int surfaceFlags;
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int shaderNum;
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} cbrushside_t;
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typedef struct {
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int shaderNum; // the shader that determined the contents
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int contents;
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vec3_t bounds[2];
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int numsides;
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cbrushside_t *sides;
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int checkcount; // to avoid repeated testings
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} cbrush_t;
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typedef struct {
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int checkcount; // to avoid repeated testings
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int surfaceFlags;
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int contents;
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struct patchCollide_s *pc;
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} cPatch_t;
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typedef struct {
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int floodnum;
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int floodvalid;
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} cArea_t;
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typedef struct {
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char name[MAX_QPATH];
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int numShaders;
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dshader_t *shaders;
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int numBrushSides;
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cbrushside_t *brushsides;
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int numPlanes;
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cplane_t *planes;
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int numNodes;
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cNode_t *nodes;
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int numLeafs;
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cLeaf_t *leafs;
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int numLeafBrushes;
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int *leafbrushes;
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int numLeafSurfaces;
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int *leafsurfaces;
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int numSubModels;
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cmodel_t *cmodels;
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int numBrushes;
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cbrush_t *brushes;
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int numClusters;
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int clusterBytes;
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byte *visibility;
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qbool vised; // if qfalse, visibility is just a single cluster of ffs
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int numEntityChars;
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char *entityString;
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int numAreas;
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cArea_t *areas;
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int *areaPortals; // [ numAreas*numAreas ] reference counts
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int numSurfaces;
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cPatch_t **surfaces; // non-patches will be NULL
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int floodvalid;
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int checkcount; // incremented on each trace
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} clipMap_t;
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// keep 1/8 unit away to keep the position valid before network snapping
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// and to avoid various numeric issues
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#define SURFACE_CLIP_EPSILON (0.125)
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extern clipMap_t cm;
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extern int c_pointcontents;
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extern int c_traces, c_brush_traces, c_patch_traces;
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extern cvar_t *cm_noAreas;
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extern cvar_t *cm_noCurves;
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extern cvar_t *cm_playerCurveClip;
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// cm_test.c
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extern void CM_FloodAreaConnections();
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// Used for oriented capsule collision detection
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typedef struct
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{
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qbool use;
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float radius;
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float halfheight;
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vec3_t offset;
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} sphere_t;
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typedef struct {
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vec3_t start;
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vec3_t end;
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vec3_t size[2]; // size of the box being swept through the model
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vec3_t offsets[8]; // [signbits][x] = either size[0][x] or size[1][x]
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float maxOffset; // longest corner length from origin
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vec3_t extents; // greatest of abs(size[0]) and abs(size[1])
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vec3_t bounds[2]; // enclosing box of start and end surrounding by size
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vec3_t modelOrigin;// origin of the model tracing through
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int contents; // ored contents of the model tracing through
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qbool isPoint; // optimized case
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trace_t trace; // returned from trace call
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sphere_t sphere; // sphere for oriendted capsule collision
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} traceWork_t;
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typedef struct leafList_s {
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int count;
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int maxcount;
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qbool overflowed;
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int *list;
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vec3_t bounds[2];
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int lastLeaf; // for overflows where each leaf can't be stored individually
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void (*storeLeafs)( struct leafList_s *ll, int nodenum );
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} leafList_t;
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int CM_BoxBrushes( const vec3_t mins, const vec3_t maxs, cbrush_t **list, int listsize );
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void CM_StoreLeafs( leafList_t *ll, int nodenum );
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void CM_StoreBrushes( leafList_t *ll, int nodenum );
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void CM_BoxLeafnums_r( leafList_t *ll, int nodenum );
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const cmodel_t* CM_ClipHandleToModel( clipHandle_t handle );
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qbool CM_BoundsIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t mins2, const vec3_t maxs2 );
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qbool CM_BoundsIntersectPoint( const vec3_t mins, const vec3_t maxs, const vec3_t point );
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// cm_patch.c
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struct patchCollide_s* CM_GeneratePatchCollide( int width, int height, const vec3_t* points );
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void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc );
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qbool CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchCollide_s *pc );
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void CM_ClearLevelPatches( void );
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