quakespasm/Quake/world.c

1196 lines
30 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
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 "quakedef.h"
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
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;
unsigned int hitcontents; //content types to impact upon... (1<<-CONTENTS_FOO) bitmask
edict_t *passedict;
} moveclip_t;
int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static mclipnode_t box_clipnodes[6]; //johnfitz -- was dclipnode_t
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;
for (i=0 ; i<6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i&1;
box_clipnodes[i].children[side] = CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side^1] = i + 1;
else
box_clipnodes[i].children[side^1] = CONTENTS_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, vec3_t mins, vec3_t maxs, vec3_t offset)
{
qmodel_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 && !pr_checkextension.value)
Con_Warning ("SOLID_BSP without MOVETYPE_PUSH (%s at %f %f %f)\n",
PR_GetString(ent->v.classname), ent->v.origin[0], ent->v.origin[1], ent->v.origin[2]);
model = qcvm->GetModel(ent->v.modelindex);
if (!model || model->type != mod_brush)
{
Con_Warning ("SOLID_BSP with a non bsp model (%s at %f %f %f)\n",
PR_GetString(ent->v.classname), ent->v.origin[0], ent->v.origin[1], ent->v.origin[2]);
goto nohitmeshsupport;
}
VectorSubtract (maxs, mins, size);
if (size[0] < 3)
hull = &model->hulls[0];
else if (size[0] <= 32)
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
nohitmeshsupport:
VectorSubtract (ent->v.mins, maxs, hullmins);
VectorSubtract (ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (ent->v.origin, offset);
}
return hull;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
/*
===============
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 = &qcvm->areanodes[qcvm->numareanodes];
qcvm->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 (qcvm->areanodes, 0, sizeof(qcvm->areanodes));
qcvm->numareanodes = 0;
SV_CreateAreaNode (0, qcvm->worldmodel->mins, qcvm->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_AreaTriggerEdicts
Spike -- just builds a list of entities within the area, rather than walking
them and risking the list getting corrupt.
====================
*/
static void
SV_AreaTriggerEdicts ( edict_t *ent, areanode_t *node, edict_t **list, int *listcount, const int listspace )
{
link_t *l, *next;
edict_t *touch;
// touch linked edicts
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 (*listcount == listspace)
return; // should never happen
list[*listcount] = touch;
(*listcount)++;
}
// recurse down both sides
if (node->axis == -1)
return;
if ( ent->v.absmax[node->axis] > node->dist )
SV_AreaTriggerEdicts ( ent, node->children[0], list, listcount, listspace );
if ( ent->v.absmin[node->axis] < node->dist )
SV_AreaTriggerEdicts ( ent, node->children[1], list, listcount, listspace );
}
/*
====================
SV_TouchLinks
ericw -- copy the touching edicts to an array (on the hunk) so we can avoid
iteating the trigger_edicts linked list while calling PR_ExecuteProgram
which could potentially corrupt the list while it's being iterated.
Based on code from Spike.
====================
*/
void SV_TouchLinks (edict_t *ent)
{
edict_t **list;
edict_t *touch;
int old_self, old_other;
int i, listcount;
int mark;
mark = Hunk_LowMark ();
list = (edict_t **) Hunk_Alloc (qcvm->num_edicts*sizeof(edict_t *));
listcount = 0;
SV_AreaTriggerEdicts (ent, qcvm->areanodes, list, &listcount, qcvm->num_edicts);
for (i = 0; i < listcount; i++)
{
touch = list[i];
// re-validate in case of PR_ExecuteProgram having side effects that make
// edicts later in the list no longer touch
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;
old_self = pr_global_struct->self;
old_other = pr_global_struct->other;
pr_global_struct->self = EDICT_TO_PROG(touch);
pr_global_struct->other = EDICT_TO_PROG(ent);
pr_global_struct->time = qcvm->time;
PR_ExecuteProgram (touch->v.touch);
pr_global_struct->self = old_self;
pr_global_struct->other = old_other;
}
// free hunk-allocated edicts array
Hunk_FreeToLowMark (mark);
}
/*
===============
SV_FindTouchedLeafs
===============
*/
void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
mplane_t *splitplane;
mleaf_t *leaf;
int sides;
int leafnum;
if (node->contents == CONTENTS_SOLID)
return;
// add an efrag if the node is a leaf
if ( node->contents < 0)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
return;
leaf = (mleaf_t *)node;
leafnum = leaf - qcvm->worldmodel->leafs - 1;
ent->leafnums[ent->num_leafs] = leafnum;
ent->num_leafs++;
return;
}
// NODE_MIXED
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
// recurse down the contacted sides
if (sides & 1)
SV_FindTouchedLeafs (ent, node->children[0]);
if (sides & 2)
SV_FindTouchedLeafs (ent, node->children[1]);
}
/*
===============
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
if (ent == qcvm->edicts)
return; // don't add the world
if (ent->free)
return;
// set the abs box
if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) && pr_checkextension.value)
{ // expand for rotation the lame way. hopefully there's an origin brush in there.
int i;
float v1,v2;
vec3_t max;
//q2 method
for (i=0 ; i<3 ; i++)
{
v1 = fabs(ent->v.mins[i]);
v2 = fabs(ent->v.maxs[i]);
max[i] = q_max(v1,v2);
}
v1 = sqrt(DotProduct(max,max));
for (i=0 ; i<3 ; i++)
{
ent->v.absmin[i] = ent->v.origin[i] - v1;
ent->v.absmax[i] = ent->v.origin[i] + v1;
}
}
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
ent->num_leafs = 0;
if (ent->v.modelindex)
SV_FindTouchedLeafs (ent, qcvm->worldmodel->nodes);
if (ent->v.solid == SOLID_NOT)
return;
// find the first node that the ent's box crosses
node = qcvm->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)
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 );
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_HullPointContents
==================
*/
int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
mclipnode_t *node; //johnfitz -- was dclipnode_t
mplane_t *plane;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("SV_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DoublePrecisionDotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
/*
==================
SV_PointContents
==================
*/
int SV_PointContents (vec3_t p)
{
int cont;
cont = SV_HullPointContents (&qcvm->worldmodel->hulls[0], 0, p);
if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
cont = CONTENTS_WATER;
return cont;
}
int SV_TruePointContents (vec3_t p)
{
return SV_HullPointContents (&qcvm->worldmodel->hulls[0], 0, p);
}
int SV_PointContentsAllBsps(vec3_t p, edict_t *forent)
{
trace_t trace = SV_Move (p, vec3_origin, vec3_origin, p, MOVE_NOMONSTERS|MOVE_HITALLCONTENTS, forent);
if (trace.contents <= CONTENTS_CURRENT_0 && trace.contents >= CONTENTS_CURRENT_DOWN)
trace.contents = CONTENTS_WATER;
return trace.contents;
}
//===========================================================================
/*
============
SV_TestEntityPosition
This could be a lot more efficient...
============
*/
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 qcvm->edicts;
return NULL;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
enum
{
rht_solid,
rht_empty,
rht_impact
};
struct rhtctx_s
{
vec3_t start, end;
mclipnode_t *clipnodes;
mplane_t *planes;
};
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define FloatInterpolate(a, bness, b, c) ((c) = (a) + (b - a)*bness)
#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
/*
==================
Q1BSP_RecursiveHullTrace
This does the core traceline/tracebox logic.
This version is from FTE and attempts to be more numerically stable than vanilla.
This is achieved by recursing at the actual decision points instead of vanilla's habit of vanilla's habit of using points that are outside of the child's volume.
It also uses itself to test solidity on the other side of the node, which ensures consistent precision.
The actual collision point is (still) biased by an epsilon, so the end point shouldn't be inside walls either way.
FTE's version 'should' be more compatible with vanilla than DP's (which doesn't take care with allsolid).
ezQuake also has a version of this logic, but I trust mine more.
==================
*/
static int Q1BSP_RecursiveHullTrace (struct rhtctx_s *ctx, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
mclipnode_t *node;
mplane_t *plane;
float t1, t2;
vec3_t mid;
int side;
float midf;
int rht;
reenter:
if (num < 0)
{
/*hit a leaf*/
trace->contents = num;
if (num == CONTENTS_SOLID)
{
if (trace->allsolid)
trace->startsolid = true;
return rht_solid;
}
else
{
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
return rht_empty;
}
}
/*its a node*/
/*get the node info*/
node = ctx->clipnodes + num;
plane = ctx->planes + node->planenum;
if (plane->type < 3)
{
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
}
else
{
t1 = DoublePrecisionDotProduct (plane->normal, p1) - plane->dist;
t2 = DoublePrecisionDotProduct (plane->normal, p2) - plane->dist;
}
/*if its completely on one side, resume on that side*/
if (t1 >= 0 && t2 >= 0)
{
//return Q1BSP_RecursiveHullTrace (hull, node->children[0], p1f, p2f, p1, p2, trace);
num = node->children[0];
goto reenter;
}
if (t1 < 0 && t2 < 0)
{
//return Q1BSP_RecursiveHullTrace (hull, node->children[1], p1f, p2f, p1, p2, trace);
num = node->children[1];
goto reenter;
}
if (plane->type < 3)
{
t1 = ctx->start[plane->type] - plane->dist;
t2 = ctx->end[plane->type] - plane->dist;
}
else
{
t1 = DotProduct (plane->normal, ctx->start) - plane->dist;
t2 = DotProduct (plane->normal, ctx->end) - plane->dist;
}
side = t1 < 0;
midf = t1 / (t1 - t2);
if (midf < p1f) midf = p1f;
if (midf > p2f) midf = p2f;
VectorInterpolate(ctx->start, midf, ctx->end, mid);
rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side], p1f, midf, p1, mid, trace);
if (rht != rht_empty && !trace->allsolid)
return rht;
rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side^1], midf, p2f, mid, p2, trace);
if (rht != rht_solid)
return rht;
if (side)
{
/*we impacted the back of the node, so flip the plane*/
trace->plane.dist = -plane->dist;
VectorNegate(plane->normal, trace->plane.normal);
midf = (t1 + DIST_EPSILON) / (t1 - t2);
}
else
{
/*we impacted the front of the node*/
trace->plane.dist = plane->dist;
VectorCopy(plane->normal, trace->plane.normal);
midf = (t1 - DIST_EPSILON) / (t1 - t2);
}
t1 = DoublePrecisionDotProduct (trace->plane.normal, ctx->start) - trace->plane.dist;
t2 = DoublePrecisionDotProduct (trace->plane.normal, ctx->end) - trace->plane.dist;
midf = (t1 - DIST_EPSILON) / (t1 - t2);
midf = CLAMP(0, midf, 1);
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
VectorInterpolate(ctx->start, midf, ctx->end, trace->endpos);
return rht_impact;
}
/*
==================
SV_RecursiveHullCheck
Decides if its a simple point test, or does a slightly more expensive check.
==================
*/
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
if (p1[0]==p2[0] && p1[1]==p2[1] && p1[2]==p2[2])
{
/*points cannot cross planes, so do it faster*/
int c = SV_HullPointContents(hull, num, p1);
trace->contents = c;
switch(c)
{
case CONTENTS_SOLID:
trace->startsolid = true;
break;
case CONTENTS_EMPTY:
trace->allsolid = false;
trace->inopen = true;
break;
default:
trace->allsolid = false;
trace->inwater = true;
break;
}
return true;
}
else
{
struct rhtctx_s ctx;
VectorCopy(p1, ctx.start);
VectorCopy(p2, ctx.end);
ctx.clipnodes = hull->clipnodes;
ctx.planes = hull->planes;
return Q1BSP_RecursiveHullTrace(&ctx, num, p1f, p2f, p1, p2, trace) != rht_impact;
}
}
/*
==================
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)
{
trace_t trace;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
// 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, mins, maxs, offset);
VectorSubtract (start, offset, start_l);
VectorSubtract (end, offset, end_l);
// trace a line through the apropriate clipping hull
if (ent->v.solid == SOLID_BSP && (ent->v.angles[0]||ent->v.angles[1]||ent->v.angles[2]) && pr_checkextension.value && qcvm->edicts != ent) //don't rotate the world entity's collisions (its not networked, and some maps are buggy, resulting in screwed collisions)
{
#define DotProductTranspose(v,m,a) ((v)[0]*(m)[0][a] + (v)[1]*(m)[1][a] + (v)[2]*(m)[2][a])
vec3_t axis[3], start_r, end_r, tmp;
AngleVectors(ent->v.angles, axis[0], axis[1], axis[2]);
VectorInverse(axis[1]);
start_r[0] = DotProduct(start_l, axis[0]);
start_r[1] = DotProduct(start_l, axis[1]);
start_r[2] = DotProduct(start_l, axis[2]);
end_r[0] = DotProduct(end_l, axis[0]);
end_r[1] = DotProduct(end_l, axis[1]);
end_r[2] = DotProduct(end_l, axis[2]);
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_r, end_r, &trace);
VectorCopy(trace.endpos, tmp);
trace.endpos[0] = DotProductTranspose(tmp,axis,0);
trace.endpos[1] = DotProductTranspose(tmp,axis,1);
trace.endpos[2] = DotProductTranspose(tmp,axis,2);
VectorCopy(trace.plane.normal, tmp);
trace.plane.normal[0] = DotProductTranspose(tmp,axis,0);
trace.plane.normal[1] = DotProductTranspose(tmp,axis,1);
trace.plane.normal[2] = DotProductTranspose(tmp,axis,2);
}
else
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
// 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;
}
//===========================================================================
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
static 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)
Sys_Error ("Trigger in clipping list");
if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
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 (pr_checkextension.value)
{
//corpses are nonsolid to slidebox
if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_EXT_CORPSE)
continue;
//corpses ignore slidebox or corpses
if (clip->passedict->v.solid == SOLID_EXT_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_EXT_CORPSE))
continue;
}
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict)
{
if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
continue; // don't clip against own missiles
if (PROG_TO_EDICT(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);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
if (trace.contents == CONTENTS_SOLID && touch->v.skin < 0)
trace.contents = touch->v.skin;
if (!((1<<(-trace.contents)) & clip->hitcontents))
continue;
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 );
}
static void World_ClipToNetwork ( moveclip_t *clip )
{
entity_t *touch;
trace_t trace;
int i;
for (i=1,touch=cl.entities+1 ; i<cl.num_entities ; i++,touch++)
{
if (!touch->model)
continue;
if (touch->netstate.solidsize == ES_SOLID_NOT)
continue;
// if (touch == clip->passedict)
// continue;
if (clip->type == MOVE_NOMONSTERS && touch->netstate.solidsize != ES_SOLID_BSP)
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;
*/
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
/* if (clip->passedict)
{
if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
continue; // don't clip against own missiles
if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
continue; // don't clip against owner
}
*/
//:: trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
{
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
// fill in a default trace
memset (&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
VectorCopy (clip->end, trace.endpos);
// get the clipping hull
//:: hull = SV_HullForEntity (ent, clip->mins, clip->maxs, offset);
{
vec3_t size;
if (touch->netstate.solidsize == ES_SOLID_BSP && touch->model && touch->model->type == mod_brush)
{ // explicit hulls in the BSP model
VectorSubtract (clip->maxs, clip->mins, size);
if (size[0] < 3)
hull = &touch->model->hulls[0];
else if (size[0] <= 32)
hull = &touch->model->hulls[1];
else
hull = &touch->model->hulls[2];
// calculate an offset value to center the origin
VectorSubtract (hull->clip_mins, clip->mins, offset);
VectorAdd (offset, touch->origin, offset);
}
else
{ // create a temp hull from bounding box sizes
vec3_t hullmins, hullmaxs;
vec3_t touch_mins, touch_maxs;
touch_maxs[0] = touch_maxs[1] = touch->netstate.solidsize & 255;
touch_mins[0] = touch_mins[1] = -touch_maxs[0];
touch_mins[2] = -((touch->netstate.solidsize >>8) & 255);
touch_maxs[2] = ((touch->netstate.solidsize>>16) & 65535) - 32768;
VectorSubtract (touch_mins, clip->maxs, hullmins);
VectorSubtract (touch_maxs, clip->mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (touch->origin, offset);
}
}
VectorSubtract (clip->start, offset, start_l);
VectorSubtract (clip->end, offset, end_l);
// trace a line through the apropriate clipping hull
if (touch->netstate.solidsize == ES_SOLID_BSP && (touch->angles[0]||touch->angles[1]||touch->angles[2]) && pr_checkextension.value) //don't rotate the world entity's collisions (its not networked, and some maps are buggy, resulting in screwed collisions)
{
#define DotProductTranspose(v,m,a) ((v)[0]*(m)[0][a] + (v)[1]*(m)[1][a] + (v)[2]*(m)[2][a])
vec3_t axis[3], start_r, end_r, tmp;
AngleVectors(touch->angles, axis[0], axis[1], axis[2]);
VectorInverse(axis[1]);
start_r[0] = DotProduct(start_l, axis[0]);
start_r[1] = DotProduct(start_l, axis[1]);
start_r[2] = DotProduct(start_l, axis[2]);
end_r[0] = DotProduct(end_l, axis[0]);
end_r[1] = DotProduct(end_l, axis[1]);
end_r[2] = DotProduct(end_l, axis[2]);
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_r, end_r, &trace);
VectorCopy(trace.endpos, tmp);
trace.endpos[0] = DotProductTranspose(tmp,axis,0);
trace.endpos[1] = DotProductTranspose(tmp,axis,1);
trace.endpos[2] = DotProductTranspose(tmp,axis,2);
VectorCopy(trace.plane.normal, tmp);
trace.plane.normal[0] = DotProductTranspose(tmp,axis,0);
trace.plane.normal[1] = DotProductTranspose(tmp,axis,1);
trace.plane.normal[2] = DotProductTranspose(tmp,axis,2);
}
else
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
// 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 = qcvm->edicts;
}
if (trace.contents == CONTENTS_SOLID && touch->skinnum < 0)
trace.contents = touch->skinnum;
if (!((1<<(-trace.contents)) & clip->hitcontents))
continue;
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = qcvm->edicts; //no real way to return entity number.
if (clip->trace.startsolid)
{
clip->trace = trace;
clip->trace.startsolid = true;
}
else
clip->trace = trace;
}
else if (trace.startsolid)
clip->trace.startsolid = true;
}
}
/*
==================
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;
memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
clip.trace = SV_ClipMoveToEntity ( qcvm->edicts, start, mins, maxs, end );
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type&3;
clip.passedict = passedict;
if (type & MOVE_HITALLCONTENTS)
clip.hitcontents = ~0u;
else
clip.hitcontents = (1<<(-CONTENTS_SOLID)) | (1<<(-CONTENTS_CLIP));
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
SV_ClipToLinks ( qcvm->areanodes, &clip );
if (qcvm == &cl.qcvm)
World_ClipToNetwork(&clip);
return clip.trace;
}