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fteqw/engine/server/world.c
2004-11-29 01:21:00 +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_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 ; 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->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
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 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 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 ; 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);
}
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->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 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 ; 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->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 ; 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
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 );
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