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fteqw/engine/server/world.c
2008-12-02 23:04:15 +00:00

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C

/*
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_compatiblehulls;
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;
}
/*
===============================================================================
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)
{
if (linkcount == MAX_NODELINKS)
break;
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->xv->dimension_solid & (int)touch->xv->dimension_hit))
continue;
nodelinks[linkcount++] = touch;
}
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->xv->dimension_solid & (int)touch->xv->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;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_Touch();
else
#endif
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(model_t *model, 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 (model, ent->v->absmin, ent->v->absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (model, leafs[i]);
area = CM_LeafArea (model, leafs[i]);
if (area)
{ // doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum && 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 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_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
#if 1
int i;
float v;
float max;
//q2 method
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->v->mins[i]);
if (v > max)
max = v;
v =fabs( ent->v->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->v->absmin[i] = ent->v->origin[i] - max;
ent->v->absmax[i] = ent->v->origin[i] + max;
}
#else
int i;
vec3_t f, r, u;
vec3_t mn, mx;
//we need to link to the correct leaves
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;
}
}
#endif
}
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(sv.worldmodel, 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 (sv.worldmodel, ent->absmin, ent->absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (sv.worldmodel, leafs[i]);
area = CM_LeafArea (sv.worldmodel, leafs[i]);
if (area)
{ // doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum && 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 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_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 ; i<num_leafs ; i++)
{
clusters[i] = CM_LeafCluster (leafs[i]);
area = CM_LeafArea (leafs[i]);
if (area)
{ // doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum && 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 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_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->funcs.PointContents(sv.worldmodel, 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;
}
qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
//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)
qboolean TransformedTrace (struct model_s *model, int hulloverride, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, struct trace_s *trace, vec3_t origin, vec3_t angles)
{
qboolean rotated;
vec3_t start_l, end_l;
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
qboolean result;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = false;
trace->startsolid = false;
trace->inopen = true; //probably wrong...
VectorCopy (end, trace->endpos);
// don't rotate non bsp ents. Too small to bother.
if (model)
{
rotated = (angles[0] || angles[1] || angles[2]);
if (rotated)
{
AngleVectors (angles, forward, right, up);
VectorSubtract (start, origin, temp);
start_l[0] = DotProduct (temp, forward);
start_l[1] = -DotProduct (temp, right);
start_l[2] = DotProduct (temp, up);
VectorSubtract (end, origin, temp);
end_l[0] = DotProduct (temp, forward);
end_l[1] = -DotProduct (temp, right);
end_l[2] = DotProduct (temp, up);
}
else
{
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
}
result = model->funcs.Trace (model, hulloverride, frame, start_l, end_l, mins, maxs, trace);
if (rotated)
{
// FIXME: figure out how to do this with existing angles
if (trace->fraction != 1)
{
VectorNegate (angles, a);
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
{
VectorCopy (end, trace->endpos);
}
}
else
VectorAdd (trace->endpos, origin, trace->endpos);
}
else
{
hull_t *hull = &box_hull;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = true;
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
VectorCopy (end_l, trace->endpos);
result = Q1BSP_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
VectorAdd (trace->endpos, origin, trace->endpos);
}
return result;
}
qboolean TransformedNativeTrace (struct model_s *model, int hulloverride, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace, vec3_t origin, vec3_t angles)
{
qboolean rotated;
vec3_t start_l, end_l;
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
qboolean result;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = false;
trace->startsolid = false;
trace->inopen = true; //probably wrong...
VectorCopy (end, trace->endpos);
// don't rotate non bsp ents. Too small to bother.
if (model)
{
rotated = (angles[0] || angles[1] || angles[2]);
if (rotated)
{
AngleVectors (angles, forward, right, up);
VectorSubtract (start, origin, temp);
start_l[0] = DotProduct (temp, forward);
start_l[1] = -DotProduct (temp, right);
start_l[2] = DotProduct (temp, up);
VectorSubtract (end, origin, temp);
end_l[0] = DotProduct (temp, forward);
end_l[1] = -DotProduct (temp, right);
end_l[2] = DotProduct (temp, up);
}
else
{
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
}
result = model->funcs.NativeTrace (model, hulloverride, frame, start_l, end_l, mins, maxs, against, trace);
if (rotated)
{
// 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]);
}
VectorAdd (trace->endpos, origin, trace->endpos);
}
else
{
hull_t *hull = &box_hull;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = true;
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
VectorCopy (end_l, trace->endpos);
result = Q1BSP_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
VectorAdd (trace->endpos, origin, trace->endpos);
}
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, qboolean hitmodel) //hullnum overrides min/max for q1 style bsps
{
trace_t trace;
model_t *model;
/*
#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
*/
// get the clipping hull
if (ent->v->solid == SOLID_BSP)
{
model = sv.models[(int)ent->v->modelindex];
if (!model || (model->type != mod_brush && model->type != mod_heightmap))
SV_Error("SOLID_BSP with non bsp model (classname: %s)", PR_GetString(svprogfuncs, ent->v->classname));
}
else
{
vec3_t boxmins, boxmaxs;
VectorSubtract (ent->v->mins, maxs, boxmins);
VectorSubtract (ent->v->maxs, mins, boxmaxs);
SV_HullForBox(boxmins, boxmaxs);
model = NULL;
}
// trace a line through the apropriate clipping hull
if (ent->v->solid != SOLID_BSP)
{
ent->v->angles[0]*=-1; //carmack made bsp models rotate wrongly.
TransformedTrace(model, hullnum, ent->v->frame, start, end, mins, maxs, &trace, ent->v->origin, ent->v->angles);
ent->v->angles[0]*=-1;
}
else
{
TransformedTrace(model, hullnum, ent->v->frame, start, end, mins, maxs, &trace, ent->v->origin, ent->v->angles);
}
// fix trace up by the offset
if (trace.fraction != 1)
{
if (!model && hitmodel && ent->v->solid != SOLID_BSP && ent->v->modelindex > 0)
{
//okay, we hit the bbox
model_t *model;
if (ent->v->modelindex < 1 || ent->v->modelindex >= MAX_MODELS)
SV_Error("SV_ClipMoveToEntity: modelindex out of range\n");
model = sv.models[ (int)ent->v->modelindex ];
if (!model)
{ //if the model isn't loaded, load it.
//this saves on memory requirements with mods that don't ever use this.
model = sv.models[(int)ent->v->modelindex] = Mod_ForName(sv.strings.model_precache[(int)ent->v->modelindex], false);
}
if (model && model->funcs.Trace)
{
//do the second trace
TransformedTrace(model, hullnum, ent->v->frame, start, end, mins, maxs, &trace, ent->v->origin, ent->v->angles);
}
}
if (trace.startsolid)
{
if (ent != sv.edicts)
Con_Printf("Trace started solid\n");
}
}
// 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;
model_t *model;
// get the clipping hull
if (ent->s.solid == Q2SOLID_BSP)
{
model = sv.models[(int)ent->s.modelindex];
if (!model || model->type != mod_brush)
SV_Error("SOLID_BSP with non bsp model");
}
else
{
vec3_t boxmins, boxmaxs;
VectorSubtract (ent->mins, maxs, boxmins);
VectorSubtract (ent->maxs, mins, boxmaxs);
SV_HullForBox(boxmins, boxmaxs);
model = NULL;
}
// trace a line through the apropriate clipping hull
TransformedTrace(model, 0, 0, start, end, mins, maxs, &trace, ent->s.origin, ent->s.angles);
// 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.
================
*/
#ifdef Q2SERVER
static model_t *SVQ2_ModelForEntity (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;
}
// create a temp hull from bounding box sizes
return CM_TempBoxModel (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 = clip->passedict?EDICT_TO_PROG(svprogfuncs, clip->passedict):0;
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 ; i<num ; i++)
{
touch = touchlist[i];
if (touch->v->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->xv->dimension_hit & (int)touch->xv->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 ((int)touch->v->flags & FL_MONSTER)
trace = CM_TransformedBoxTrace (clip->start, clip->end,
clip->mins2, clip->maxs2, headnode, MASK_PLAYERSOLID,
touch->v->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)
{
if (clip->type & MOVE_HITMODEL && touch->v->solid != SOLID_BSP)
{
model_t *model;
if (touch->v->modelindex < 1 || touch->v->modelindex >= MAX_MODELS)
SV_Error("SV_ClipMoveToEntity: modelindex out of range\n");
model = sv.models[ (int)touch->v->modelindex ];
if (!model)
{ //if the model isn't loaded, load it.
//this saves on memory requirements with mods that don't ever use this.
model = sv.models[(int)touch->v->modelindex] = Mod_ForName(sv.model_precache[(int)touch->v->modelindex], false);
}
if (model && model->hulls[0].available)
{
hull_t *hull = &model->hulls[0];
//do the second trace
memset (&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
TransformedHullCheck(hull, clip->start, clip->end, &trace, touch->v->angles);
if (trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = trace;
}
}
}
else
{
trace.ent = touch;
clip->trace = trace;
}
}
}
}
*/
#ifdef Q2SERVER
void SVQ2_ClipMoveToEntities ( moveclip_t *clip, int contentsmask )
{
int i, num;
q2edict_t *touchlist[MAX_EDICTS], *touch;
trace_t trace;
model_t *model;
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 ; i<num ; i++)
{
touch = touchlist[i];
if (touch->solid == 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
model = SVQ2_ModelForEntity (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 (model, clip->start, clip->end,
clip->mins2, clip->maxs2, contentsmask,
touch->s.origin, angles);
else
trace = CM_TransformedBoxTrace (model, clip->start, clip->end,
clip->mins, clip->maxs, 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_ClipToEverything
like SV_ClipToLinks, but doesn't use the links part. This can be used for checking triggers, solid entities, not-solid entities.
Sounds pointless, I know.
====================
*/
void SV_ClipToEverything (moveclip_t *clip)
{
int e;
trace_t trace;
edict_t *touch;
for (e=1 ; e<sv.num_edicts ; e++)
{
touch = EDICT_NUM(svprogfuncs, e);
if (touch->isfree)
continue;
if (touch->v->solid == SOLID_NOT && !((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
if (touch->v->solid == SOLID_TRIGGER && !((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
if (touch == clip->passedict)
continue;
if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP)
continue;
if (clip->passedict)
{
// 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->xv->dimension_hit & (int)touch->xv->dimension_solid))
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
// 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, clip->type & MOVE_HITMODEL);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = trace;
}
}
}
/*
====================
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;
if (clip->type & MOVE_TRIGGERS)
{
for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if (!((int)touch->v->flags & FL_FINDABLE_NONSOLID))
continue;
if (touch->v->solid != SOLID_TRIGGER)
continue;
if (touch == clip->passedict)
continue;
if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP)
continue;
if (clip->passedict)
{
/* These can never happen, touch is a SOLID_TRIGGER
// 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->xv->dimension_hit & (int)touch->xv->dimension_solid))
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
// 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, clip->type & MOVE_HITMODEL);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = 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 (%s) in clipping list", PR_StringToNative(svprogfuncs, touch->v->classname));
if (clip->type & MOVE_NOMONSTERS && touch->v->solid != SOLID_BSP)
continue;
if (clip->passedict)
{
// 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->xv->dimension_hit & (int)touch->xv->dimension_solid))
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
// 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, clip->type & MOVE_HITMODEL);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = trace;
}
}
// 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;
clip->trace = trace;
}
}
// 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 && passedict->xv->hull)
hullnum = passedict->xv->hull;
else if (sv_compatiblehulls.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, false);
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
if (clip.type & MOVE_EVERYTHING)
SV_ClipToEverything (&clip);
else
SV_ClipToLinks ( sv_areanodes, &clip );
if (clip.trace.startsolid)
clip.trace.fraction = 0;
if (!clip.trace.ent)
return clip.trace;
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(sv.worldmodel, start, end, mins, maxs, 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