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fteqw/engine/common/pmovetst.c
Spoike 61e4aa96b3 removed separate trigger/solid links.
some q3 fixes.
q2 will autosave on map changes, like q2 normally does.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3839 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-06-29 18:39:11 +00:00

359 lines
8 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.
*/
#include "quakedef.h"
static qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles);
int Q1BSP_HullPointContents(hull_t *hull, vec3_t p);
static hull_t box_hull;
static mclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
extern vec3_t player_mins;
extern vec3_t player_maxs;
/*
===================
PM_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 PM_InitBoxHull (void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
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;
}
}
/*
===================
PM_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *PM_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;
}
int PM_TransformedModelPointContents (model_t *mod, vec3_t p, vec3_t origin, vec3_t angles)
{
vec3_t p_l, axis[3];
VectorSubtract (p, origin, p_l);
// rotate start and end into the models frame of reference
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
return mod->funcs.PointContents(mod, axis, p_l);
}
return mod->funcs.PointContents(mod, NULL, p_l);
}
/*
==================
PM_PointContents
==================
*/
int PM_PointContents (vec3_t p)
{
int num;
int pc;
physent_t *pe;
model_t *pm;
pm = pmove.physents[0].model;
if (!pm)
return FTECONTENTS_EMPTY;
pc = pm->funcs.PointContents(pm, NULL, p);
//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
for (num = 1; num < pmove.numphysent; num++)
{
pe = &pmove.physents[num];
pm = pe->model;
if (pm)
{
if (pe->forcecontentsmask)
{
if (PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles))
pc |= pe->forcecontentsmask;
}
else
{
if (pe->nonsolid)
continue;
pc |= PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles);
}
}
else if (pe->forcecontentsmask)
{
if (p[0] >= pe->mins[0] && p[0] <= pe->maxs[0] &&
p[1] >= pe->mins[1] && p[1] <= pe->maxs[1] &&
p[2] >= pe->mins[2] && p[2] <= pe->maxs[2])
pc |= pe->forcecontentsmask;
}
}
return pc;
}
int PM_ExtraBoxContents (vec3_t p)
{
int num;
int pc = 0;
physent_t *pe;
model_t *pm;
trace_t tr;
for (num = 1; num < pmove.numphysent; num++)
{
pe = &pmove.physents[num];
if (!pe->nonsolid)
continue;
pm = pe->model;
if (pm)
{
if (pe->forcecontentsmask)
{
if (!PM_TransformedHullCheck(pm, p, p, &tr, pe->origin, pe->angles))
continue;
if (tr.startsolid)
pc |= pe->forcecontentsmask;
}
}
else if (pe->forcecontentsmask)
{
if (p[0]+player_maxs[0] >= pe->mins[0] && p[0]+player_mins[0] <= pe->maxs[0] &&
p[1]+player_maxs[1] >= pe->mins[1] && p[1]+player_mins[1] <= pe->maxs[1] &&
p[2]+player_maxs[2] >= pe->mins[2] && p[2]+player_mins[2] <= pe->maxs[2])
pc |= pe->forcecontentsmask;
}
}
return pc;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
/*returns if it actually did a trace*/
static qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles)
{
vec3_t start_l, end_l;
int i;
vec3_t axis[3];
// subtract origin offset
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
// sweep the box through the model
if (model)
{
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
model->funcs.Trace(model, 0, 0, axis, start_l, end_l, player_mins, player_maxs, trace);
}
else
model->funcs.Trace(model, 0, 0, NULL, start_l, end_l, player_mins, player_maxs, trace);
}
else
{
for (i = 0; i < 3; i++)
{
if (start_l[i]+player_mins[i] > box_planes[0+i*2].dist && end_l[i] + player_mins[i] > box_planes[0+i*2].dist)
return false;
if (start_l[i]+player_maxs[i] < box_planes[1+i*2].dist && end_l[i] + player_maxs[i] < box_planes[1+i*2].dist)
return false;
}
Q1BSP_RecursiveHullCheck (&box_hull, box_hull.firstclipnode, 0, 1, start_l, end_l, trace);
}
trace->endpos[0] += origin[0];
trace->endpos[1] += origin[1];
trace->endpos[2] += origin[2];
return true;
}
/*
================
PM_TestPlayerPosition
Returns false if the given player position is not valid (in solid)
================
*/
qboolean PM_TestPlayerPosition (vec3_t pos)
{
int i;
physent_t *pe;
vec3_t mins, maxs;
hull_t *hull;
trace_t trace;
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->nonsolid)
continue;
// get the clipping hull
if (pe->model)
{
if (!PM_TransformedHullCheck (pe->model, pos, pos, &trace, pe->origin, pe->angles))
continue;
if (trace.allsolid)
return false; //solid
}
else
{
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
hull = PM_HullForBox (mins, maxs);
VectorSubtract(pos, pe->origin, mins);
if (Q1BSP_HullPointContents(hull, mins) & FTECONTENTS_SOLID)
return false;
}
}
return true;
}
/*
================
PM_PlayerTrace
================
*/
trace_t PM_PlayerTrace (vec3_t start, vec3_t end)
{
trace_t trace, total;
int i;
physent_t *pe;
// fill in a default trace
memset (&total, 0, sizeof(trace_t));
total.fraction = 1;
total.entnum = -1;
VectorCopy (end, total.endpos);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->nonsolid)
continue;
if (!pe->model || pe->model->needload)
{
vec3_t mins, maxs;
VectorSubtract (pe->mins, player_maxs, mins);
VectorSubtract (pe->maxs, player_mins, maxs);
PM_HullForBox (mins, maxs);
// trace a line through the apropriate clipping hull
if (!PM_TransformedHullCheck (NULL, start, end, &trace, pe->origin, pe->angles))
continue;
}
else
{
// trace a line through the apropriate clipping hull
if (!PM_TransformedHullCheck (pe->model, start, end, &trace, pe->origin, pe->angles))
continue;
}
if (trace.allsolid)
trace.startsolid = true;
if (trace.startsolid)
{
// if (!pmove.physents[i].model) //caught inside annother model
// continue; //don't count this.
trace.fraction = 0;
}
// did we clip the move?
if (trace.fraction < total.fraction)
{
// fix trace up by the offset
total = trace;
total.entnum = i;
}
}
return total;
}
//for use outside the pmove code. lame, but works.
trace_t PM_TraceLine (vec3_t start, vec3_t end)
{
VectorClear(player_mins);
VectorClear(player_maxs);
pmove.hullnum = 0;
return PM_PlayerTrace(start, end);
}