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https://github.com/nzp-team/fteqw.git
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4974c57c2c
A few changes. Half-Life support is finally getting committed. Some unnecessary filesystem code changes. And there's code for nsapi - meaning we can embed FTE in a browser (firefox and opera on windows work). A couple of CSQC changes, trying to move towards a final EXT_CSQC_1. Revised ruleset format finally implemented. Doesn't compile with msvc6 due to issues with libjpeg not being a clean library. Presumably its fine in vs2005. Your mileage may vary. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3148 fc73d0e0-1445-4013-8a0c-d673dee63da5
406 lines
9.1 KiB
C
406 lines
9.1 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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#include "quakedef.h"
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qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles);
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int Q1BSP_HullPointContents(hull_t *hull, vec3_t p);
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static hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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/*
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===================
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void PM_InitBoxHull (void)
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{
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int i;
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int side;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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Q1BSP_SetHullFuncs(&box_hull);
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for (i=0 ; i<6 ; i++)
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{
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box_clipnodes[i].planenum = i;
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side = i&1;
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box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY;
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if (i != 5)
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box_clipnodes[i].children[side^1] = i + 1;
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else
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box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID;
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box_planes[i].type = i>>1;
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box_planes[i].normal[i>>1] = 1;
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}
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}
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/*
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===================
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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int PM_TransformedModelPointContents (model_t *mod, vec3_t p, vec3_t origin, vec3_t angles)
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{
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vec3_t p_l, forward, up, right, temp;
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VectorSubtract (p, origin, p_l);
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// rotate start and end into the models frame of reference
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if (angles[0] || angles[1] || angles[2])
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{
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AngleVectors (angles, forward, right, up);
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VectorCopy (p_l, temp);
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p_l[0] = DotProduct (temp, forward);
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p_l[1] = -DotProduct (temp, right);
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p_l[2] = DotProduct (temp, up);
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}
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return mod->funcs.PointContents(mod, p_l);
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}
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/*
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==================
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PM_PointContents
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==================
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*/
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int PM_PointContents (vec3_t p)
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{
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int num;
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int pc;
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physent_t *pe;
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model_t *pm;
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pm = pmove.physents[0].model;
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if (!pm)
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return FTECONTENTS_EMPTY;
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pc = pm->funcs.PointContents(pm, p);
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//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
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for (num = 1; num < pmove.numphysent; num++)
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{
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pe = &pmove.physents[num];
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pm = pe->model;
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if (pm)
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{
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if (pe->forcecontentsmask)
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{
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if (PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles))
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pc |= pe->forcecontentsmask;
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}
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else
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{
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if (pe->nonsolid)
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continue;
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pc |= PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles);
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0] >= pe->mins[0] && p[0] <= pe->maxs[0] &&
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p[1] >= pe->mins[1] && p[1] <= pe->maxs[1] &&
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p[2] >= pe->mins[2] && p[2] <= pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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}
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return pc;
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}
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int PM_ExtraBoxContents (vec3_t p)
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{
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int num;
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int pc = 0;
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physent_t *pe;
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model_t *pm;
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trace_t tr;
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for (num = 1; num < pmove.numphysent; num++)
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{
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pe = &pmove.physents[num];
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if (!pe->nonsolid)
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continue;
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pm = pe->model;
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if (pm)
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{
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if (pe->forcecontentsmask)
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{
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PM_TransformedHullCheck(pm, p, p, &tr, pe->origin, pe->angles);
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if (tr.startsolid)
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pc |= pe->forcecontentsmask;
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0]+player_maxs[0] >= pe->mins[0] && p[0]+player_mins[0] <= pe->maxs[0] &&
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p[1]+player_maxs[1] >= pe->mins[1] && p[1]+player_mins[1] <= pe->maxs[1] &&
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p[2]+player_maxs[2] >= pe->mins[2] && p[2]+player_mins[2] <= pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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}
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return pc;
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}
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/*
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===============================================================================
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LINE TESTING IN HULLS
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===============================================================================
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*/
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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (0.03125)
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vec3_t trace_extents;
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qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles)
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{
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vec3_t start_l, end_l;
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vec3_t a;
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vec3_t forward, right, up;
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vec3_t temp;
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qboolean rotated;
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qboolean result;
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// subtract origin offset
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VectorSubtract (start, origin, start_l);
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VectorSubtract (end, origin, end_l);
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// rotate start and end into the models frame of reference
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if (model &&
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(angles[0] || angles[1] || angles[2]) )
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rotated = true;
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else
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rotated = false;
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if (rotated)
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{
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AngleVectors (angles, forward, right, up);
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VectorCopy (start_l, temp);
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start_l[0] = DotProduct (temp, forward);
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start_l[1] = -DotProduct (temp, right);
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start_l[2] = DotProduct (temp, up);
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VectorCopy (end_l, temp);
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end_l[0] = DotProduct (temp, forward);
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end_l[1] = -DotProduct (temp, right);
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end_l[2] = DotProduct (temp, up);
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}
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// sweep the box through the model
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if (model && model->funcs.Trace)
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result = model->funcs.Trace(model, 0, 0, start_l, end_l, player_mins, player_maxs, trace);
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else
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{
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result = Q1BSP_RecursiveHullCheck (&box_hull, box_hull.firstclipnode, 0, 1, start_l, end_l, trace);
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}
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if (rotated)
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{
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// FIXME: figure out how to do this with existing angles
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// VectorNegate (angles, a);
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if (trace->fraction != 1.0)
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{
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a[0] = -angles[0];
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a[1] = -angles[1];
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a[2] = -angles[2];
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AngleVectors (a, forward, right, up);
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VectorCopy (trace->plane.normal, temp);
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trace->plane.normal[0] = DotProduct (temp, forward);
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trace->plane.normal[1] = -DotProduct (temp, right);
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trace->plane.normal[2] = DotProduct (temp, up);
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}
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trace->endpos[0] = start[0] + trace->fraction * (end[0] - start[0]);
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trace->endpos[1] = start[1] + trace->fraction * (end[1] - start[1]);
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trace->endpos[2] = start[2] + trace->fraction * (end[2] - start[2]);
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}
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else
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{
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trace->endpos[0] += origin[0];
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trace->endpos[1] += origin[1];
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trace->endpos[2] += origin[2];
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}
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return result;
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}
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/*
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================
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PM_TestPlayerPosition
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Returns false if the given player position is not valid (in solid)
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================
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*/
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qboolean PM_TestPlayerPosition (vec3_t pos)
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{
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int i;
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physent_t *pe;
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vec3_t mins, maxs;
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hull_t *hull;
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trace_t trace;
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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if (pe->nonsolid)
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continue;
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// get the clipping hull
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if (pe->model)
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{
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/*
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#ifdef Q2BSPS
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if (pe->model->fromgame == fg_quake2 || pe->model->fromgame == fg_quake3)
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{
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trace_t trace = CM_TransformedBoxTrace(pe->model, pos, pos, player_mins, player_maxs, MASK_PLAYERSOLID, pe->origin, pe->angles);
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if (trace.fraction == 0)
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return false;
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continue;
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}
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#endif*/
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PM_TransformedHullCheck (pe->model, pos, pos, &trace, pe->origin, pe->angles);
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if (trace.allsolid)
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return false; //solid
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}
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else
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{
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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VectorSubtract(pos, pe->origin, mins);
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if (Q1BSP_HullPointContents(hull, mins) & FTECONTENTS_SOLID)
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return false;
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// if (Q1BSP_Trace(&box_hull, 0, 0, pe->origin, pe->origin, pe->mins, pe->maxs, pos, pe->origin, pe->angles) & FTECONTENTS_SOLID)
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// return false;
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}
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}
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return true;
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}
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/*
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================
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PM_PlayerTrace
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================
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*/
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trace_t PM_PlayerTrace (vec3_t start, vec3_t end)
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{
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trace_t trace, total;
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int i;
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physent_t *pe;
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// fill in a default trace
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memset (&total, 0, sizeof(trace_t));
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total.fraction = 1;
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total.entnum = -1;
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VectorCopy (end, total.endpos);
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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if (pe->nonsolid)
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continue;
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if (!pe->model)
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{
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vec3_t mins, maxs;
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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PM_HullForBox (mins, maxs);
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}
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// trace a line through the apropriate clipping hull
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PM_TransformedHullCheck (pe->model, start, end, &trace, pe->origin, pe->angles);
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if (trace.allsolid)
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trace.startsolid = true;
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if (trace.startsolid)
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{
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// if (!pmove.physents[i].model) //caught inside annother model
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// continue; //don't count this.
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trace.fraction = 0;
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}
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// did we clip the move?
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if (trace.fraction < total.fraction)
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{
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// fix trace up by the offset
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total = trace;
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total.entnum = i;
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}
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}
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return total;
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}
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//for use outside the pmove code. lame, but works.
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trace_t PM_TraceLine (vec3_t start, vec3_t end)
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{
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VectorClear(player_mins);
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VectorClear(player_maxs);
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pmove.hullnum = 0;
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return PM_PlayerTrace(start, end);
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}
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