mirror of
https://github.com/nzp-team/fteqw.git
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a67a6355d2
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4 fc73d0e0-1445-4013-8a0c-d673dee63da5
395 lines
8.4 KiB
C
395 lines
8.4 KiB
C
#include "quakedef.h"
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/*
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============================================================================
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Physics functions (common)
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*/
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#if !id386
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/*
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==================
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SV_HullPointContents
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==================
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*/
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static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mplane_t *plane;
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while (num >= 0)
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{
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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SV_Error ("SV_HullPointContents: bad node number");
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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}
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#else
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int VARGS Q1_HullPointContents (hull_t *hull, int num, vec3_t p);
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#endif // !id386
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#define DIST_EPSILON (0.03125)
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qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac;
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int i;
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vec3_t mid;
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int side;
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float midf;
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// check for empty
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if (num < 0)
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{
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if (num != Q1CONTENTS_SOLID)
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{
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trace->allsolid = false;
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if (num == Q1CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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}
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else
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trace->startsolid = true;
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return true; // empty
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}
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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SV_Error ("Q1BSP_RecursiveHullCheck: bad node number");
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//
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// find the point distances
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//
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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{
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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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}
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else
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{
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t1 = DotProduct (plane->normal, p1) - plane->dist;
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t2 = DotProduct (plane->normal, p2) - plane->dist;
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}
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#if 1
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if (t1 >= 0 && t2 >= 0)
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return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if (t1 < 0 && t2 < 0)
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return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#else
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if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
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return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
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return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#endif
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// put the crosspoint DIST_EPSILON pixels on the near side
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if (t1 < 0)
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frac = (t1 + DIST_EPSILON)/(t1-t2);
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else
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frac = (t1 - DIST_EPSILON)/(t1-t2);
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if (frac < 0)
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frac = 0;
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if (frac > 1)
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frac = 1;
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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side = (t1 < 0);
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// move up to the node
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if (!Q1BSP_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
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return false;
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#ifdef PARANOID
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if (Q1BSP_RecursiveHullCheck (sv_hullmodel, mid, node->children[side])
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== Q1CONTENTS_SOLID)
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{
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Con_Printf ("mid PointInHullSolid\n");
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return false;
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}
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#endif
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if (Q1_HullPointContents (hull, node->children[side^1], mid)
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!= Q1CONTENTS_SOLID)
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// go past the node
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return Q1BSP_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
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if (trace->allsolid)
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return false; // never got out of the solid area
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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if (!side)
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{
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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}
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else
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{
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VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
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trace->plane.dist = -plane->dist;
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}
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while (Q1_HullPointContents (hull, hull->firstclipnode, mid)
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== Q1CONTENTS_SOLID)
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{ // shouldn't really happen, but does occasionally
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frac -= 0.1;
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if (frac < 0)
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{
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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Con_DPrintf ("backup past 0\n");
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return false;
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}
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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}
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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return false;
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}
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int Q1BSP_HullPointContents(hull_t *hull, vec3_t p)
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{
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switch(Q1_HullPointContents(hull, hull->firstclipnode, p))
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{
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case Q1CONTENTS_EMPTY:
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return FTECONTENTS_EMPTY;
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case Q1CONTENTS_SOLID:
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return FTECONTENTS_SOLID;
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case Q1CONTENTS_WATER:
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return FTECONTENTS_WATER;
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case Q1CONTENTS_SLIME:
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return FTECONTENTS_SLIME;
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case Q1CONTENTS_LAVA:
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return FTECONTENTS_LAVA;
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case Q1CONTENTS_SKY:
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return FTECONTENTS_SKY;
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default:
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Sys_Error("Q1_PointContents: Unknown contents type");
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return FTECONTENTS_SOLID;
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}
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}
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void Q1BSP_SetHullFuncs(hull_t *hull)
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{
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hull->funcs.RecursiveHullCheck = Q1BSP_RecursiveHullCheck;
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hull->funcs.HullPointContents = Q1BSP_HullPointContents;
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}
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/*
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Physics functions (common)
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============================================================================
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Rendering functions (Client only)
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*/
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#ifndef SERVERONLY
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extern int r_dlightframecount;
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//goes through the nodes marking the surfaces near the dynamic light as lit.
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void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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Q1BSP_MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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Q1BSP_MarkLights (light, bit, node->children[1]);
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return;
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}
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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Q1BSP_MarkLights (light, bit, node->children[0]);
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Q1BSP_MarkLights (light, bit, node->children[1]);
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}
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#endif
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/*
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Rendering functions (Client only)
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==============================================================================
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Server only functions
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*/
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extern int fatbytes;
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extern qbyte fatpvs[(MAX_MAP_LEAFS+1)/4];
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//does the recursive work of Q1BSP_FatPVS
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void SV_Q1BSP_AddToFatPVS (vec3_t org, mnode_t *node)
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{
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int i;
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qbyte *pvs;
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mplane_t *plane;
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float d;
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while (1)
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{
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// if this is a leaf, accumulate the pvs bits
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if (node->contents < 0)
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{
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if (node->contents != Q1CONTENTS_SOLID)
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{
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pvs = Mod_Q1LeafPVS ( (mleaf_t *)node, sv.worldmodel, NULL);
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for (i=0 ; i<fatbytes ; i++)
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fatpvs[i] |= pvs[i];
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}
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return;
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}
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plane = node->plane;
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d = DotProduct (org, plane->normal) - plane->dist;
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if (d > 8)
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node = node->children[0];
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else if (d < -8)
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node = node->children[1];
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else
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{ // go down both
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SV_Q1BSP_AddToFatPVS (org, node->children[0]);
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node = node->children[1];
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}
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}
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}
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/*
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=============
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Q1BSP_FatPVS
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Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the
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given point.
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=============
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*/
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void Q1BSP_FatPVS (vec3_t org, qboolean add)
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{
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fatbytes = (sv.worldmodel->numleafs+31)>>3;
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if (!add)
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Q_memset (fatpvs, 0, fatbytes);
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SV_Q1BSP_AddToFatPVS (org, sv.worldmodel->nodes);
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}
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qboolean Q1BSP_EdictInFatPVS(edict_t *ent)
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{
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int i;
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for (i=0 ; i < ent->num_leafs ; i++)
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if (fatpvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) ))
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return true; //we might be able to see this one.
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return false; //none of this ents leafs were visible, so neither is the ent.
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}
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/*
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===============
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SV_FindTouchedLeafs
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Links the edict to the right leafs so we can get it's potential visability.
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===============
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*/
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void Q1BSP_RFindTouchedLeafs (edict_t *ent, mnode_t *node)
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{
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mplane_t *splitplane;
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mleaf_t *leaf;
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int sides;
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int leafnum;
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if (node->contents == Q1CONTENTS_SOLID)
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return;
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// add an efrag if the node is a leaf
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if ( node->contents < 0)
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{
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if (ent->num_leafs == MAX_ENT_LEAFS)
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return;
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leaf = (mleaf_t *)node;
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leafnum = leaf - sv.worldmodel->leafs - 1;
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ent->leafnums[ent->num_leafs] = leafnum;
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ent->num_leafs++;
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return;
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}
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// NODE_MIXED
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splitplane = node->plane;
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sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
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// recurse down the contacted sides
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if (sides & 1)
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Q1BSP_RFindTouchedLeafs (ent, node->children[0]);
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if (sides & 2)
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Q1BSP_RFindTouchedLeafs (ent, node->children[1]);
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}
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void Q1BSP_FindTouchedLeafs(edict_t *ent)
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{
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ent->num_leafs = 0;
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if (ent->v.modelindex)
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Q1BSP_RFindTouchedLeafs (ent, sv.worldmodel->nodes);
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}
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/*
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Server only functions
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==============================================================================
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*/
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