mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
6a831e2f99
enabled ssl support in windows for plugins. updated jabber plugin. tweaked downloading logic in an effort to end the madness. Updated sql code to support sleeping the qc thread until query completion, as a more readable alternative to callbacks. Client updates should be more explicit now, removing a potential bug. networked terrain editing should now be in a better state. updated the dir command to show paths too (so when the same file is listed twice, the pak its in will at least be different). Many files changed because of this. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4273 fc73d0e0-1445-4013-8a0c-d673dee63da5
781 lines
20 KiB
C
781 lines
20 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// world.c -- world query functions
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#include "quakedef.h"
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#ifdef HLSERVER
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#include "svhl_gcapi.h"
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hull_t *World_HullForBox (vec3_t mins, vec3_t maxs);
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qboolean TransformedTrace (struct model_s *model, int hulloverride, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, struct trace_s *trace, vec3_t origin, vec3_t angles, unsigned int hitcontentsmask);
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/*
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entities never clip against themselves, or their owner
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line of sight checks trace->crosscontent, but bullets don't
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*/
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extern cvar_t sv_compatiblehulls;
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typedef struct
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{
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vec3_t boxmins, boxmaxs;// enclose the test object along entire move
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float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against mosnters
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float *start, *end;
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trace_t trace;
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int type;
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hledict_t *passedict;
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int hullnum;
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unsigned int clipmask;
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} hlmoveclip_t;
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/*
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===============================================================================
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HULL BOXES
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===============================================================================
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*/
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/*
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===============================================================================
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ENTITY AREA CHECKING
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===============================================================================
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*/
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/*
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===============
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SV_UnlinkEdict
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===============
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*/
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void SVHL_UnlinkEdict (hledict_t *ent)
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{
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if (!ent->area.prev)
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return; // not linked in anywhere
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RemoveLink (&ent->area);
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ent->area.prev = ent->area.next = NULL;
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}
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/*
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====================
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SV_TouchLinks
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====================
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*/
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#define MAX_NODELINKS 256 //all this means is that any more than this will not touch.
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hledict_t *nodelinks[MAX_NODELINKS];
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void SVHL_TouchLinks ( hledict_t *ent, areanode_t *node )
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{ //Spike: rewritten this function to cope with killtargets used on a few maps.
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link_t *l, *next;
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hledict_t *touch;
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int linkcount = 0, ln;
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//work out who they are first.
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for (l = node->edicts.next ; l != &node->edicts ; l = next)
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{
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if (linkcount == MAX_NODELINKS)
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break;
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next = l->next;
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touch = HLEDICT_FROM_AREA(l);
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if (touch == ent)
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continue;
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if (touch->v.solid != SOLID_TRIGGER)
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continue;
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if (ent->v.absmin[0] > touch->v.absmax[0]
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|| ent->v.absmin[1] > touch->v.absmax[1]
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|| ent->v.absmin[2] > touch->v.absmax[2]
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|| ent->v.absmax[0] < touch->v.absmin[0]
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|| ent->v.absmax[1] < touch->v.absmin[1]
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|| ent->v.absmax[2] < touch->v.absmin[2] )
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continue;
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// if (!((int)ent->xv.dimension_solid & (int)touch->xv.dimension_hit))
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// continue;
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nodelinks[linkcount++] = touch;
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}
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for (ln = 0; ln < linkcount; ln++)
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{
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touch = nodelinks[ln];
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//make sure nothing moved it away
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if (touch->isfree)
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continue;
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if (touch->v.solid != SOLID_TRIGGER)
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continue;
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if (ent->v.absmin[0] > touch->v.absmax[0]
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|| ent->v.absmin[1] > touch->v.absmax[1]
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|| ent->v.absmin[2] > touch->v.absmax[2]
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|| ent->v.absmax[0] < touch->v.absmin[0]
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|| ent->v.absmax[1] < touch->v.absmin[1]
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|| ent->v.absmax[2] < touch->v.absmin[2] )
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continue;
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// if (!((int)ent->xv->dimension_solid & (int)touch->xv->dimension_hit)) //didn't change did it?...
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// continue;
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SVHL_GameFuncs.DispatchTouch(touch, ent);
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if (ent->isfree)
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break;
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}
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// recurse down both sides
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if (node->axis == -1 || ent->isfree)
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return;
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if ( ent->v.absmax[node->axis] > node->dist )
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SVHL_TouchLinks ( ent, node->children[0] );
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if ( ent->v.absmin[node->axis] < node->dist )
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SVHL_TouchLinks ( ent, node->children[1] );
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}
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/*
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===============
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SV_LinkEdict
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===============
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*/
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void SVHL_LinkEdict (hledict_t *ent, qboolean touch_triggers)
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{
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areanode_t *node;
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if (ent->area.prev)
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SVHL_UnlinkEdict (ent); // unlink from old position
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if (ent == &SVHL_Edict[0])
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return; // don't add the world
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if (ent->isfree)
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return;
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// set the abs box
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if (ent->v.solid == SOLID_BSP &&
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(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
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{ // expand for rotation
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#if 1
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int i;
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float v;
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float max;
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//q2 method
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max = 0;
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for (i=0 ; i<3 ; i++)
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{
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v =fabs( ent->v.mins[i]);
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if (v > max)
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max = v;
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v =fabs( ent->v.maxs[i]);
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if (v > max)
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max = v;
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}
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for (i=0 ; i<3 ; i++)
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{
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ent->v.absmin[i] = ent->v.origin[i] - max;
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ent->v.absmax[i] = ent->v.origin[i] + max;
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}
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#else
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int i;
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vec3_t f, r, u;
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vec3_t mn, mx;
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//we need to link to the correct leaves
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AngleVectors(ent->v.angles, f,r,u);
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mn[0] = DotProduct(ent->v.mins, f);
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mn[1] = -DotProduct(ent->v.mins, r);
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mn[2] = DotProduct(ent->v.mins, u);
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mx[0] = DotProduct(ent->v.maxs, f);
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mx[1] = -DotProduct(ent->v.maxs, r);
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mx[2] = DotProduct(ent->v.maxs, u);
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for (i = 0; i < 3; i++)
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{
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if (mn[i] < mx[i])
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{
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ent->v.absmin[i] = ent->v.origin[i]+mn[i]-0.1;
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ent->v.absmax[i] = ent->v.origin[i]+mx[i]+0.1;
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}
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else
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{ //box went inside out
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ent->v.absmin[i] = ent->v.origin[i]+mx[i]-0.1;
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ent->v.absmax[i] = ent->v.origin[i]+mn[i]+0.1;
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}
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}
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#endif
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}
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else
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{
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VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
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VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
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}
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//
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// to make items easier to pick up and allow them to be grabbed off
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// of shelves, the abs sizes are expanded
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//
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if ((int)ent->v.flags & FL_ITEM)
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{
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ent->v.absmin[0] -= 15;
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ent->v.absmin[1] -= 15;
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ent->v.absmin[2] -= 1;
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ent->v.absmax[0] += 15;
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ent->v.absmax[1] += 15;
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ent->v.absmax[2] += 1;
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}
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else
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{ // because movement is clipped an epsilon away from an actual edge,
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// we must fully check even when bounding boxes don't quite touch
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ent->v.absmin[0] -= 1;
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ent->v.absmin[1] -= 1;
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ent->v.absmin[2] -= 1;
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ent->v.absmax[0] += 1;
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ent->v.absmax[1] += 1;
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ent->v.absmax[2] += 1;
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}
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// link to PVS leafs
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// sv.worldmodel->funcs.FindTouchedLeafs_Q1(sv.worldmodel, ent, ent->v.absmin, ent->v.absmax);
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// find the first node that the ent's box crosses
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node = sv.world.areanodes;
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while (1)
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{
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if (node->axis == -1)
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break;
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if (ent->v.absmin[node->axis] > node->dist)
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node = node->children[0];
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else if (ent->v.absmax[node->axis] < node->dist)
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node = node->children[1];
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else
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break; // crosses the node
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}
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// link it in
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InsertLinkBefore (&ent->area, &node->edicts);
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// if touch_triggers, touch all entities at this node and decend for more
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if (touch_triggers)
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SVHL_TouchLinks ( ent, sv.world.areanodes );
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}
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/*
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===============================================================================
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POINT TESTING IN HULLS
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===============================================================================
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*/
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/*
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==================
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SV_PointContents
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==================
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*/
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int SVHL_PointContents (vec3_t p)
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{
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return sv.world.worldmodel->funcs.PointContents(sv.world.worldmodel, NULL, p);
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}
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//===========================================================================
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/*
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============
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SV_TestEntityPosition
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A small wrapper around SV_BoxInSolidEntity that never clips against the
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supplied entity.
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============
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*/
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hledict_t *SVHL_TestEntityPosition (hledict_t *ent)
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{
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trace_t trace;
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trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, 0, ent);
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if (trace.startsolid)
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return &SVHL_Edict[0];
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return NULL;
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}
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/*
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==================
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SV_ClipMoveToEntity
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Handles selection or creation of a clipping hull, and offseting (and
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eventually rotation) of the end points
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==================
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*/
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trace_t SVHL_ClipMoveToEntity (hledict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hullnum, qboolean hitmodel, unsigned int clipmask) //hullnum overrides min/max for q1 style bsps
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{
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trace_t trace;
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model_t *model;
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/*
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#ifdef Q2BSPS
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if (ent->v->solid == SOLID_BSP)
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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))
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{
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trace = CM_TransformedBoxTrace (start, end, mins, maxs, sv.models[(int)ent->v->modelindex]->hulls[0].firstclipnode, MASK_PLAYERSOLID, ent->v->origin, ent->v->angles);
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if (trace.fraction < 1 || trace.startsolid)
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trace.ent = ent;
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return trace;
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}
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#endif
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*/
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// get the clipping hull
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if (ent->v.solid == SOLID_BSP)
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{
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model = sv.models[(int)ent->v.modelindex];
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if (!model || (model->type != mod_brush && model->type != mod_heightmap))
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SV_Error("SOLID_BSP with non bsp model (classname: %s)", SVHL_Globals.stringbase+ent->v.classname);
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}
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else
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{
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vec3_t boxmins, boxmaxs;
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VectorSubtract (ent->v.mins, maxs, boxmins);
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VectorSubtract (ent->v.maxs, mins, boxmaxs);
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World_HullForBox(boxmins, boxmaxs);
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model = NULL;
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}
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// trace a line through the apropriate clipping hull
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if (ent->v.solid != SOLID_BSP)
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{
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ent->v.angles[0]*=-1; //carmack made bsp models rotate wrongly.
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TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, &trace, ent->v.origin, ent->v.angles, clipmask);
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ent->v.angles[0]*=-1;
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}
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else
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{
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TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, &trace, ent->v.origin, ent->v.angles, clipmask);
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}
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// fix trace up by the offset
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if (trace.fraction != 1)
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{
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if (!model && hitmodel && ent->v.solid != SOLID_BSP && ent->v.modelindex > 0)
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{
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//okay, we hit the bbox
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model_t *model;
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if (ent->v.modelindex < 1 || ent->v.modelindex >= MAX_MODELS)
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SV_Error("SV_ClipMoveToEntity: modelindex out of range\n");
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model = sv.models[ (int)ent->v.modelindex ];
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if (!model)
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{ //if the model isn't loaded, load it.
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//this saves on memory requirements with mods that don't ever use this.
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model = sv.models[(int)ent->v.modelindex] = Mod_ForName(sv.strings.model_precache[(int)ent->v.modelindex], false);
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}
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if (model && model->funcs.NativeTrace)
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{
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//do the second trace
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TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, &trace, ent->v.origin, ent->v.angles, MASK_WORLDSOLID);
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}
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}
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if (trace.startsolid)
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{
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if (ent != &SVHL_Edict[0])
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Con_Printf("Trace started solid\n");
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}
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}
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// did we clip the move?
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if (trace.fraction < 1 || trace.startsolid )
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trace.ent = ent;
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return trace;
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}
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#ifdef Q2BSPS
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float *area_mins, *area_maxs;
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hledict_t **area_list;
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int area_count, area_maxcount;
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void SVHL_AreaEdicts_r (areanode_t *node)
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{
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link_t *l, *next, *start;
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hledict_t *check;
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int count;
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count = 0;
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// touch linked edicts
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start = &node->edicts;
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for (l=start->next ; l != start ; l = next)
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{
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next = l->next;
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check = HLEDICT_FROM_AREA(l);
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// if (check->v.solid == SOLID_NOT)
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// continue; // deactivated
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if (check->v.absmin[0] > area_maxs[0]
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|| check->v.absmin[1] > area_maxs[1]
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|| check->v.absmin[2] > area_maxs[2]
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|| check->v.absmax[0] < area_mins[0]
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|| check->v.absmax[1] < area_mins[1]
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|| check->v.absmax[2] < area_mins[2])
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continue; // not touching
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if (area_count == area_maxcount)
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{
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Con_Printf ("SV_AreaEdicts: MAXCOUNT\n");
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return;
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}
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area_list[area_count] = check;
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area_count++;
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}
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if (node->axis == -1)
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return; // terminal node
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// recurse down both sides
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if ( area_maxs[node->axis] > node->dist )
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SVHL_AreaEdicts_r ( node->children[0] );
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if ( area_mins[node->axis] < node->dist )
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SVHL_AreaEdicts_r ( node->children[1] );
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}
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/*
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================
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SV_AreaEdicts
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================
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*/
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int SVHL_AreaEdicts (vec3_t mins, vec3_t maxs, hledict_t **list, int maxcount)
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{
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area_mins = mins;
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area_maxs = maxs;
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area_list = list;
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area_count = 0;
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area_maxcount = maxcount;
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SVHL_AreaEdicts_r (sv.world.areanodes);
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return area_count;
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}
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#endif
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//===========================================================================
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/*
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====================
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SV_ClipToEverything
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like SV_ClipToLinks, but doesn't use the links part. This can be used for checking triggers, solid entities, not-solid entities.
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Sounds pointless, I know.
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====================
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*/
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void SVHL_ClipToEverything (hlmoveclip_t *clip)
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{
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int e;
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trace_t trace;
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hledict_t *touch;
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for (e=1 ; e<sv.world.num_edicts ; e++)
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{
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touch = &SVHL_Edict[e];
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if (touch->isfree)
|
|
continue;
|
|
if (touch->v.solid == SOLID_NOT && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
|
|
continue;
|
|
if (touch->v.solid == SOLID_TRIGGER && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
|
|
continue;
|
|
|
|
if (touch == clip->passedict)
|
|
continue;
|
|
|
|
if (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
|
|
continue;
|
|
|
|
if (clip->passedict)
|
|
{
|
|
// don't clip corpse against character
|
|
if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
|
|
continue;
|
|
// don't clip character against corpse
|
|
if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
|
|
continue;
|
|
|
|
// if (!((int)clip->passedict->v.dimension_hit & (int)touch->v.dimension_solid))
|
|
// continue;
|
|
}
|
|
|
|
if (clip->boxmins[0] > touch->v.absmax[0]
|
|
|| clip->boxmins[1] > touch->v.absmax[1]
|
|
|| clip->boxmins[2] > touch->v.absmax[2]
|
|
|| clip->boxmaxs[0] < touch->v.absmin[0]
|
|
|| clip->boxmaxs[1] < touch->v.absmin[1]
|
|
|| clip->boxmaxs[2] < touch->v.absmin[2] )
|
|
continue;
|
|
|
|
if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
|
|
continue; // points never interact
|
|
|
|
// might intersect, so do an exact clip
|
|
if (clip->trace.allsolid)
|
|
return;
|
|
if (clip->passedict)
|
|
{
|
|
if (touch->v.owner == clip->passedict)
|
|
continue; // don't clip against own missiles
|
|
if (clip->passedict->v.owner == touch)
|
|
continue; // don't clip against owner
|
|
}
|
|
|
|
if ((int)touch->v.flags & FL_MONSTER)
|
|
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
|
|
else
|
|
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
|
|
if (trace.allsolid || trace.startsolid ||
|
|
trace.fraction < clip->trace.fraction)
|
|
{
|
|
trace.ent = touch;
|
|
clip->trace = trace;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SV_ClipToLinks
|
|
|
|
Mins and maxs enclose the entire area swept by the move
|
|
====================
|
|
*/
|
|
void SVHL_ClipToLinks ( areanode_t *node, hlmoveclip_t *clip )
|
|
{
|
|
link_t *l, *next;
|
|
hledict_t *touch;
|
|
trace_t trace;
|
|
|
|
// touch linked edicts
|
|
for (l = node->edicts.next ; l != &node->edicts ; l = next)
|
|
{
|
|
next = l->next;
|
|
touch = HLEDICT_FROM_AREA(l);
|
|
if (touch->v.solid == SOLID_NOT)
|
|
continue;
|
|
if (touch == clip->passedict)
|
|
continue;
|
|
if (touch->v.solid == SOLID_TRIGGER)
|
|
continue;
|
|
|
|
if (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
|
|
continue;
|
|
|
|
if (clip->passedict)
|
|
{
|
|
// don't clip corpse against character
|
|
if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
|
|
continue;
|
|
// don't clip character against corpse
|
|
if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
|
|
continue;
|
|
|
|
// if (!((int)clip->passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
|
|
// continue;
|
|
}
|
|
|
|
if (clip->boxmins[0] > touch->v.absmax[0]
|
|
|| clip->boxmins[1] > touch->v.absmax[1]
|
|
|| clip->boxmins[2] > touch->v.absmax[2]
|
|
|| clip->boxmaxs[0] < touch->v.absmin[0]
|
|
|| clip->boxmaxs[1] < touch->v.absmin[1]
|
|
|| clip->boxmaxs[2] < touch->v.absmin[2] )
|
|
continue;
|
|
|
|
if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
|
|
continue; // points never interact
|
|
|
|
// might intersect, so do an exact clip
|
|
if (clip->trace.allsolid)
|
|
return;
|
|
if (clip->passedict)
|
|
{
|
|
if (touch->v.owner == clip->passedict)
|
|
continue; // don't clip against own missiles
|
|
if (clip->passedict->v.owner == touch)
|
|
continue; // don't clip against owner
|
|
}
|
|
|
|
if ((int)touch->v.flags & FL_MONSTER)
|
|
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
|
|
else
|
|
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
|
|
if (trace.allsolid || trace.startsolid ||
|
|
trace.fraction < clip->trace.fraction)
|
|
{
|
|
trace.ent = touch;
|
|
clip->trace = trace;
|
|
}
|
|
}
|
|
|
|
// recurse down both sides
|
|
if (node->axis == -1)
|
|
return;
|
|
|
|
if ( clip->boxmaxs[node->axis] > node->dist )
|
|
SVHL_ClipToLinks ( node->children[0], clip );
|
|
if ( clip->boxmins[node->axis] < node->dist )
|
|
SVHL_ClipToLinks ( node->children[1], clip );
|
|
}
|
|
|
|
static void SVHL_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 SVHL_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, int forcehull, hledict_t *passedict)
|
|
{
|
|
hlmoveclip_t clip;
|
|
int i;
|
|
int hullnum;
|
|
|
|
memset ( &clip, 0, sizeof ( clip ) );
|
|
if (forcehull)
|
|
hullnum = forcehull;
|
|
else if (sv_compatiblehulls.value)
|
|
hullnum = 0;
|
|
else
|
|
{
|
|
int diff;
|
|
int best;
|
|
hullnum = 0;
|
|
best = 8192;
|
|
//x/y pos/neg are assumed to be the same magnitute.
|
|
//z pos/height are assumed to be different from all the others.
|
|
for (i = 0; i < MAX_MAP_HULLSM; i++)
|
|
{
|
|
if (!sv.world.worldmodel->hulls[i].available)
|
|
continue;
|
|
#define sq(x) ((x)*(x))
|
|
diff = sq(sv.world.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
|
|
sq(sv.world.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
|
|
sq(sv.world.worldmodel->hulls[i].clip_maxs[1] - maxs[1]) +
|
|
sq(sv.world.worldmodel->hulls[i].clip_mins[0] - mins[0]);
|
|
if (diff < best)
|
|
{
|
|
best = diff;
|
|
hullnum=i;
|
|
}
|
|
}
|
|
hullnum++;
|
|
}
|
|
|
|
if (type & MOVE_NOMONSTERS)
|
|
clip.clipmask = MASK_WORLDSOLID; /*solid only to world*/
|
|
else if (maxs[0] - mins[0])
|
|
clip.clipmask = MASK_BOXSOLID; /*impacts playerclip*/
|
|
else
|
|
clip.clipmask = MASK_POINTSOLID; /*ignores playerclip but hits everything else*/
|
|
|
|
// clip to world
|
|
clip.trace = SVHL_ClipMoveToEntity ( &SVHL_Edict[0], start, mins, maxs, end, hullnum, false, clip.clipmask);
|
|
|
|
clip.start = start;
|
|
clip.end = end;
|
|
clip.mins = mins;
|
|
clip.maxs = maxs;
|
|
clip.type = type;
|
|
clip.passedict = passedict;
|
|
clip.hullnum = hullnum;
|
|
|
|
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
|
|
SVHL_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
|
|
|
|
// clip to entities
|
|
if (clip.type & MOVE_EVERYTHING)
|
|
SVHL_ClipToEverything (&clip);
|
|
else
|
|
SVHL_ClipToLinks ( sv.world.areanodes, &clip );
|
|
|
|
if (clip.trace.startsolid)
|
|
clip.trace.fraction = 0;
|
|
|
|
if (!clip.trace.ent)
|
|
return clip.trace;
|
|
|
|
return clip.trace;
|
|
}
|
|
|
|
#endif
|