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fteqw/engine/common/world.h
Spoike cfd20f4f06 Update prediction code to propagate some values properly with certain protocol combinations that I'd overlooked.
Try to fix problems caused by (auto)save's screenshots
Added code to allow falling back on stbi for when libpng/libjpeg are not compiled it, at eukara's request.
Handle .exr image files as suggested by eukara, when the appropriate library is available.
Fix mipmaps etc for half-float files.
Enable support for stbi's special gif loader, loading gifs as an 2darray texture.
Add code for threading the qcvm's tempstring recycling, disabled due to paranoia but does otherwise help xonotic perf (at the cost of extra ram).



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5548 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-09-25 20:23:24 +00:00

396 lines
14 KiB
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.h
typedef struct plane_s
{
vec3_t normal;
float dist;
} plane_t;
typedef struct csurface_s
{
char name[16];
int flags;
int value;
} q2csurface_t;
typedef struct cplane_s
{
vec3_t normal;
float dist;
qbyte type; // for fast side tests
qbyte signbits; // signx + (signy<<1) + (signz<<1)
qbyte pad[2];
} cplane_t;
/*
typedef struct trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater;
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
plane_t plane; // surface normal at impact
edict_t *ent; // entity the surface is on
} trace_t;
*/
//these two structures must match (except for extra qw members)
typedef struct trace_s
{
//DON'T ADD ANYTHING BETWEEN THIS LINE
//q2 game dll code will memcpy the lot from trace_t to q2trace_t.
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything (nudged closer to the start point to cover precision issues)
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
q2csurface_t *surface; // q2-compat surface hit
int contents; // contents on other side of surface hit
void *ent; // not set by CM_*() functions
//AND THIS LINE
int entnum;
qboolean inopen, inwater;
float truefraction; //can be negative, also has floating point precision issues, etc.
int brush_id;
int brush_face;
int surface_id;
int triangle_id;
int bone_id;
} trace_t;
typedef struct q2trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
q2csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
void *ent; // not set by CM_*() functions
} q2trace_t;
// edict->flags
#define FL_FLY (1<<0)
#define FL_SWIM (1<<1)
//#define FL_GLIMPSE (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_ITEM (1<<8)
#define FL_ONGROUND (1<<9)
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_JUMPRELEASED (1<<12)
//13
#define FL_FINDABLE_NONSOLID (1<<14) //a cpqwsv feature
#define FL_MOVECHAIN_ANGLE (1<<15) // hexen2 - when in a move chain, will update the angle
#define FLQW_LAGGEDMOVE (1<<16)
#define FLH2_HUNTFACE (1<<16)
#define FLH2_NOZ (1<<17)
//18
//19
#define FL_HUBSAVERESET (1<<20) //hexen2, ent is reverted to original state on map changes.
#define FL_CLASS_DEPENDENT (1<<21) //hexen2
#define MOVE_NORMAL 0
#define MOVE_NOMONSTERS (1<<0)
#define MOVE_MISSILE (1<<1)
#ifdef HAVE_LEGACY
#define MOVE_WORLDONLY (MOVE_NOMONSTERS|MOVE_MISSILE) //use MOVE_OTHERONLY instead
#endif
#define MOVE_HITMODEL (1<<2)
#define MOVE_RESERVED (1<<3) //so we are less likly to get into tricky situations when we want to steal annother future DP extension.
#define MOVE_TRIGGERS (1<<4) //triggers must be marked with FINDABLE_NONSOLID (an alternative to solid-corpse)
#define MOVE_EVERYTHING (1<<5) //can return triggers and non-solid items if they're marked with FINDABLE_NONSOLID (works even if the items are not properly linked)
#define MOVE_LAGGED (1<<6) //trace touches current last-known-state, instead of actual ents (just affects players for now)
#define MOVE_ENTCHAIN (1<<7) //chain of impacted ents, otherwise result shows only world
#define MOVE_OTHERONLY (1<<8) //test the trace against a single entity, ignoring non-solid/owner/etc flags (but respecting contents).
#define MOVE_IGNOREHULL (1u<<31) //used on tracelines etc to simplify the code a little
#ifdef USEAREAGRID
//this macro does it in two steps to avoid float precision issues.
//it also ensures that it will return at least one grid section.
#define CALCAREAGRIDBOUNDS(w,min,max) \
ming[0] = floor(((min)[0]+(w)->gridbias[0]) / (w)->gridscale[0]); \
ming[1] = floor(((min)[1]+(w)->gridbias[1]) / (w)->gridscale[1]); \
maxg[0] = floor(((max)[0]+(w)->gridbias[0]) / (w)->gridscale[0]); \
maxg[1] = floor(((max)[1]+(w)->gridbias[1]) / (w)->gridscale[1]); \
ming[0] = bound(0, ming[0], (w)->gridsize[0]-1); \
ming[1] = bound(0, ming[1], (w)->gridsize[1]-1); \
maxg[0] = bound(ming[0], maxg[0], (w)->gridsize[0]-1)+1; \
maxg[1] = bound(ming[1], maxg[1], (w)->gridsize[1]-1)+1;
#else
#define EDICT_FROM_AREA(l) STRUCT_FROM_LINK(l,wedict_t,area)
#endif
#if defined(Q2SERVER) || !defined(USEAREAGRID)
//q2 game code embeds a link_t struct inside the public edicts.
//this is why we can't have nice things.
//a binary tree. ents straddling a node are inserted into the parent.
//this is a problem when your root note passes through '0 0 0' and you have shitty mods with 2000 such ents.
typedef struct areanode_s
{
int axis; // -1 = leaf node
float dist;
struct areanode_s *children[2];
link_t edicts;
} areanode_t;
#endif
typedef struct wedict_s wedict_t;
#define PROG_TO_WEDICT (wedict_t*)PROG_TO_EDICT
#define WEDICT_NUM_UB (wedict_t *)EDICT_NUM_UB //ent number isn't bounded
#define WEDICT_NUM_PB (wedict_t *)EDICT_NUM_PB //pre-bound
#define G_WEDICT (wedict_t *)G_EDICT
typedef struct
{
qboolean present;
vec3_t origin;
vec3_t angles;
} laggedentinfo_t;
#ifdef USERBE
typedef struct
{
void (QDECL *End)(struct world_s *world);
void (QDECL *RemoveJointFromEntity)(struct world_s *world, wedict_t *ed);
void (QDECL *RemoveFromEntity)(struct world_s *world, wedict_t *ed);
qboolean (QDECL *RagMatrixToBody)(rbebody_t *bodyptr, float *mat);
qboolean (QDECL *RagCreateBody)(struct world_s *world, rbebody_t *bodyptr, rbebodyinfo_t *bodyinfo, float *mat, wedict_t *ent);
void (QDECL *RagMatrixFromJoint)(rbejoint_t *joint, rbejointinfo_t *info, float *mat);
void (QDECL *RagMatrixFromBody)(struct world_s *world, rbebody_t *bodyptr, float *mat);
void (QDECL *RagEnableJoint)(rbejoint_t *joint, qboolean enabled);
void (QDECL *RagCreateJoint)(struct world_s *world, rbejoint_t *joint, rbejointinfo_t *info, rbebody_t *body1, rbebody_t *body2, vec3_t aaa2[3]);
void (QDECL *RagDestroyBody)(struct world_s *world, rbebody_t *bodyptr);
void (QDECL *RagDestroyJoint)(struct world_s *world, rbejoint_t *joint);
void (QDECL *RunFrame)(struct world_s *world, double frametime, double gravity);
void (QDECL *PushCommand)(struct world_s *world, rbecommandqueue_t *cmd);
// void (QDECL *ExpandBodyAABB)(struct world_s *world, rbebody_t *bodyptr, float *mins, float *maxs); //expands an aabb to include the size of the body.
void (QDECL *Trace) (struct world_s *world, wedict_t *ed, vec3_t start, vec3_t end, trace_t *trace);
} rigidbodyengine_t;
#endif
struct world_s
{
void (QDECL *Event_Touch)(struct world_s *w, wedict_t *s, wedict_t *o, trace_t *trace);
void (QDECL *Event_Think)(struct world_s *w, wedict_t *s);
void (QDECL *Event_Sound) (float *origin, wedict_t *entity, int channel, const char *sample, int volume, float attenuation, float pitchadj, float timeoffset, unsigned int flags);
qboolean (QDECL *Event_ContentsTransition) (struct world_s *w, wedict_t *ent, int oldwatertype, int newwatertype);
model_t *(QDECL *Get_CModel)(struct world_s *w, int modelindex);
void (QDECL *Get_FrameState)(struct world_s *w, wedict_t *s, framestate_t *fstate);
void (QDECL *Event_Backdate)(struct world_s *w, wedict_t *s, float timestamp); //called for MOVE_LAGGED+MOVE_HITMODEL traces
unsigned int keydestmask; //menu:kdm_menu, csqc:kdm_game, server:0
unsigned int max_edicts; //limiting factor... 1024 fields*4*MAX_EDICTS == a heck of a lot.
unsigned int num_edicts; // increases towards MAX_EDICTS
/*FTE_DEPRECATED*/ unsigned int edict_size; //still used in copyentity
wedict_t *edicts; // can NOT be array indexed.
struct pubprogfuncs_s *progs;
qboolean usesolidcorpse; //to disable SOLID_CORPSE when running hexen2 due to conflict.
model_t *worldmodel;
unsigned int spawncount; //number of times it got restarted, so we can stop events from happening after vm restarts
#ifdef USEAREAGRID
vec2_t gridbias;
vec2_t gridscale;
size_t gridsize[2];
areagridlink_t *gridareas; //[gridsize[0]*gridsize[1]]
areagridlink_t jumboarea; //node containing ents too large to fit.
areagridlink_t portallist;
#else
areanode_t portallist;
#endif
#if defined(Q2SERVER) || !defined(USEAREAGRID)
areanode_t *areanodes;
int areanodedepth;
int numareanodes;
#endif
double physicstime; // the last time global physics were run
unsigned int framenum;
int lastcheck; // used by PF_checkclient
double lastchecktime; // for monster ai
qbyte *lastcheckpvs; // for monster ai
/*antilag*/
float lagentsfrac;
float lagentstime;
laggedentinfo_t *lagents;
unsigned int maxlagents;
/*qc globals*/
struct {
int *self;
int *other;
int *newmis;
float *time;
float *frametime;
float *force_retouch;
float *physics_mode;
float *v_forward;
float *v_right;
float *v_up;
float *defaultgravitydir;
//used by menu+csqc.
float *drawfont;
float *drawfontscale;
} g;
#ifdef USERBE
qboolean rbe_hasphysicsents;
rigidbodyengine_t *rbe;
#endif
#ifdef ENGINE_ROUTING
void *waypoints;
#endif
};
typedef struct world_s world_t;
void PF_Common_RegisterCvars(void);
qboolean QDECL World_RegisterPhysicsEngine(const char *enginename, void(QDECL*World_Bullet_Start)(world_t*world));
void QDECL World_UnregisterPhysicsEngine(const char *enginename);
qboolean QDECL World_GenerateCollisionMesh(world_t *world, model_t *mod, wedict_t *ed, vec3_t geomcenter);
void QDECL World_ReleaseCollisionMesh(wedict_t *ed);
void World_Destroy (world_t *w);
void World_RBE_Start(world_t *world);
void World_RBE_Shutdown(world_t *world);
void World_ClearWorld (world_t *w, qboolean relink);
// called after the world model has been loaded, before linking any entities
void World_ClearWorld_Nodes (world_t *w, qboolean relink); //legacy code for q2 compat.
void World_UnlinkEdict (wedict_t *ent);
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
// flags ent->v.modified
void QDECL World_LinkEdict (world_t *w, wedict_t *ent, qboolean touch_triggers);
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// flags ent->v.modified
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
#ifdef USEAREAGRID
void World_TouchAllLinks (world_t *w, wedict_t *ent);
extern size_t areagridsequence;
#else
void World_TouchLinks (world_t *w, wedict_t *ent, areanode_t *node);
#define World_TouchAllLinks(w,e) World_TouchLinks(w,e,(w)->areanodes)
#endif
int World_PointContentsWorldOnly (world_t *w, vec3_t p);
int World_PointContentsAllBSPs (world_t *w, vec3_t p);
// returns the CONTENTS_* value from the world at the given point.
// does not check any entities at all
wedict_t *World_TestEntityPosition (world_t *w, wedict_t *ent);
qboolean World_TransformedTrace (struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, struct trace_s *trace, vec3_t origin, vec3_t angles, unsigned int hitcontentsmask);
/*
World_Move:
mins and maxs are reletive
if the entire move stays in a solid volume, trace.allsolid will be set
if the starting point is in a solid, it will be allowed to move out
to an open area
nomonsters is used for line of sight or edge testing, where mosnters
shouldn't be considered solid objects
passedict is explicitly excluded from clipping checks (normally NULL)
*/
trace_t World_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, wedict_t *passedict);
#ifdef Q2SERVER
typedef struct q2edict_s q2edict_t;
void VARGS WorldQ2_LinkEdict(world_t *w, q2edict_t *ent);
void VARGS WorldQ2_UnlinkEdict(world_t *w, q2edict_t *ent);
int VARGS WorldQ2_AreaEdicts (world_t *w, const vec3_t mins, const vec3_t maxs, q2edict_t **list,
int maxcount, int areatype);
trace_t WorldQ2_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hitcontentsmask, q2edict_t *passedict);
#endif
#if defined(Q2BSPS) || defined(Q3BSPS)
unsigned int Q23BSP_FatPVS(model_t *mod, const vec3_t org, pvsbuffer_t *buffer, qboolean merge);
qboolean Q23BSP_EdictInFatPVS(model_t *mod, const struct pvscache_s *ent, const qbyte *pvs, const int *areas);
void Q23BSP_FindTouchedLeafs(model_t *mod, struct pvscache_s *ent, const float *mins, const float *maxs);
#endif
/*sv_move.c*/
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up);
qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *inst, trace_t *trace));
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist);
qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3]);
#endif
//
// sv_phys.c
//
void WPhys_Init(void);
void World_Physics_Frame(world_t *w);
void SV_SetMoveVars(void);
void WPhys_RunNewmis (world_t *w);
qboolean SV_Physics (void);
void WPhys_CheckVelocity (world_t *w, wedict_t *ent);
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *ent, wedict_t *ignore);
void SV_ProgStartFrame (void);
void WPhys_RunEntity (world_t *w, wedict_t *ent);
qboolean WPhys_RunThink (world_t *w, wedict_t *ent);