mirror of
https://github.com/nzp-team/fteqw.git
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cf0e8fd923
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 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]*=r_meshpitch.value; //carmack made bsp models rotate wrongly.
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World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &trace, ent->v.origin, ent->v.angles, clipmask);
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ent->v.angles[0]*=r_meshpitch.value;
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}
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else
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{
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World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &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_PRECACHE_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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World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &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)
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continue;
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if (touch->v.solid == SOLID_NOT && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
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continue;
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if (touch->v.solid == SOLID_TRIGGER && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
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continue;
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if (touch == clip->passedict)
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continue;
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if (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
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continue;
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if (clip->passedict)
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{
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// don't clip corpse against character
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if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
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continue;
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// don't clip character against corpse
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if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
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continue;
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// if (!((int)clip->passedict->v.dimension_hit & (int)touch->v.dimension_solid))
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// continue;
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}
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if (clip->boxmins[0] > touch->v.absmax[0]
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|| clip->boxmins[1] > touch->v.absmax[1]
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|| clip->boxmins[2] > touch->v.absmax[2]
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|| clip->boxmaxs[0] < touch->v.absmin[0]
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|| clip->boxmaxs[1] < touch->v.absmin[1]
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|| clip->boxmaxs[2] < touch->v.absmin[2] )
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continue;
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if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
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continue; // points never interact
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// might intersect, so do an exact clip
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if (clip->trace.allsolid)
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return;
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if (clip->passedict)
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{
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if (touch->v.owner == clip->passedict)
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continue; // don't clip against own missiles
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if (clip->passedict->v.owner == touch)
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continue; // don't clip against owner
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}
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if ((int)touch->v.flags & FL_MONSTER)
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trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
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else
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trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
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if (trace.allsolid || trace.startsolid ||
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trace.fraction < clip->trace.fraction)
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{
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trace.ent = touch;
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clip->trace = trace;
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}
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}
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}
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/*
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====================
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SV_ClipToLinks
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Mins and maxs enclose the entire area swept by the move
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====================
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*/
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void SVHL_ClipToLinks ( areanode_t *node, hlmoveclip_t *clip )
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{
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link_t *l, *next;
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hledict_t *touch;
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trace_t trace;
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// touch linked edicts
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for (l = node->edicts.next ; l != &node->edicts ; l = next)
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{
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next = l->next;
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touch = HLEDICT_FROM_AREA(l);
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if (touch->v.solid == SOLID_NOT)
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continue;
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if (touch == clip->passedict)
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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 (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
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continue;
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if (clip->passedict)
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{
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// don't clip corpse against character
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if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
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continue;
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// don't clip character against corpse
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if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
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continue;
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// if (!((int)clip->passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
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// continue;
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}
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if (clip->boxmins[0] > touch->v.absmax[0]
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|| clip->boxmins[1] > touch->v.absmax[1]
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|| clip->boxmins[2] > touch->v.absmax[2]
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|| clip->boxmaxs[0] < touch->v.absmin[0]
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|| clip->boxmaxs[1] < touch->v.absmin[1]
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|| clip->boxmaxs[2] < touch->v.absmin[2] )
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continue;
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if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
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continue; // points never interact
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// might intersect, so do an exact clip
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if (clip->trace.allsolid)
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return;
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if (clip->passedict)
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{
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if (touch->v.owner == clip->passedict)
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continue; // don't clip against own missiles
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if (clip->passedict->v.owner == touch)
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continue; // don't clip against owner
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}
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if ((int)touch->v.flags & FL_MONSTER)
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trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
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else
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trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
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if (trace.allsolid || trace.startsolid ||
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trace.fraction < clip->trace.fraction)
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{
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trace.ent = touch;
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clip->trace = trace;
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}
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}
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// recurse down both sides
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if (node->axis == -1)
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return;
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if ( clip->boxmaxs[node->axis] > node->dist )
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SVHL_ClipToLinks ( node->children[0], clip );
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if ( clip->boxmins[node->axis] < node->dist )
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SVHL_ClipToLinks ( node->children[1], clip );
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}
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static void SVHL_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
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{
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#if 0
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// debug to test against everything
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boxmins[0] = boxmins[1] = boxmins[2] = -9999;
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boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
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#else
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int i;
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for (i=0 ; i<3 ; i++)
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{
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if (end[i] > start[i])
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{
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boxmins[i] = start[i] + mins[i] - 1;
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boxmaxs[i] = end[i] + maxs[i] + 1;
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}
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else
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{
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boxmins[i] = end[i] + mins[i] - 1;
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boxmaxs[i] = start[i] + maxs[i] + 1;
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}
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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_Move
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==================
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*/
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trace_t SVHL_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, int forcehull, hledict_t *passedict)
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{
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hlmoveclip_t clip;
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int i;
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int hullnum;
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memset ( &clip, 0, sizeof ( clip ) );
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if (forcehull)
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hullnum = forcehull;
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else if (sv_compatiblehulls.value)
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hullnum = 0;
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else
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{
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int diff;
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int best;
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hullnum = 0;
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best = 8192;
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//x/y pos/neg are assumed to be the same magnitute.
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//z pos/height are assumed to be different from all the others.
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for (i = 0; i < MAX_MAP_HULLSM; i++)
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{
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if (!sv.world.worldmodel->hulls[i].available)
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continue;
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#define sq(x) ((x)*(x))
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diff = sq(sv.world.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
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sq(sv.world.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
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sq(sv.world.worldmodel->hulls[i].clip_maxs[1] - maxs[1]) +
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sq(sv.world.worldmodel->hulls[i].clip_mins[0] - mins[0]);
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if (diff < best)
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{
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best = diff;
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hullnum=i;
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}
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}
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hullnum++;
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}
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if (type & MOVE_NOMONSTERS)
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clip.clipmask = MASK_WORLDSOLID; /*solid only to world*/
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else if (maxs[0] - mins[0])
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clip.clipmask = MASK_BOXSOLID; /*impacts playerclip*/
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else
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clip.clipmask = MASK_POINTSOLID; /*ignores playerclip but hits everything else*/
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// clip to world
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clip.trace = SVHL_ClipMoveToEntity ( &SVHL_Edict[0], start, mins, maxs, end, hullnum, false, clip.clipmask);
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clip.start = start;
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clip.end = end;
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clip.mins = mins;
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clip.maxs = maxs;
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clip.type = type;
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clip.passedict = passedict;
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clip.hullnum = hullnum;
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if (type & MOVE_MISSILE)
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{
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for (i=0 ; i<3 ; i++)
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{
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clip.mins2[i] = -15;
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clip.maxs2[i] = 15;
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}
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}
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else
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{
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VectorCopy (mins, clip.mins2);
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VectorCopy (maxs, clip.maxs2);
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}
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// create the bounding box of the entire move
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SVHL_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
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// clip to entities
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if (clip.type & MOVE_EVERYTHING)
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SVHL_ClipToEverything (&clip);
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else
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SVHL_ClipToLinks ( sv.world.areanodes, &clip );
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if (clip.trace.startsolid)
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clip.trace.fraction = 0;
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if (!clip.trace.ent)
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return clip.trace;
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return clip.trace;
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}
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#endif
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