quakeforge/qw/source/world.c

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/*
world.c
world query functions
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdio.h>
#include "QF/clip_hull.h"
#include "QF/console.h"
#include "QF/crc.h"
#include "QF/sys.h"
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#include "compat.h"
#include "server.h"
#include "sv_progs.h"
#include "world.h"
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
typedef struct {
vec3_t boxmins, boxmaxs; // enclose the test object along
// entire move
const float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against
// monsters
const float *start, *end;
trace_t trace;
int type;
edict_t *passedict;
} moveclip_t;
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/* HULL BOXES */
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
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/*
SV_InitHull SV_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
*/
void
SV_InitHull (hull_t *hull, dclipnode_t *clipnodes, mplane_t *planes)
{
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int side, i;
hull->clipnodes = clipnodes;
hull->planes = planes;
hull->firstclipnode = 0;
hull->lastclipnode = 5;
for (i = 0; i < 6; i++) {
hull->clipnodes[i].planenum = i;
side = i & 1;
hull->clipnodes[i].children[side] = CONTENTS_EMPTY;
if (i != 5)
hull->clipnodes[i].children[side ^ 1] = i + 1;
else
hull->clipnodes[i].children[side ^ 1] = CONTENTS_SOLID;
hull->planes[i].type = i >> 1;
hull->planes[i].normal[i >> 1] = 1;
}
}
static void
SV_InitBoxHull (void)
{
SV_InitHull (&box_hull, box_clipnodes, box_planes);
}
/*
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
*/
static hull_t *
SV_HullForBox (const vec3_t mins, const vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
/*
SV_HullForEntity
Returns a hull that can be used for testing or clipping an object of
mins/maxs size. Offset is filled in to contain the adjustment that
must be added to the testing object's origin to get a point to use with
the returned hull.
*/
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hull_t *
SV_HullForEntity (edict_t *ent, const vec3_t mins, const vec3_t maxs,
vec3_t offset)
{
hull_t *hull = 0;
int hull_index = 0;
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model_t *model;
vec3_t hullmins, hullmaxs, size;
if ((sv_fields.rotated_bbox != -1
&& SVinteger (ent, rotated_bbox))
|| SVfloat (ent, solid) == SOLID_BSP) {
VectorSubtract (maxs, mins, size);
if (size[0] < 3)
hull_index = 0;
else if (size[0] <= 32)
hull_index = 1;
else
hull_index = 2;
}
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// decide which clipping hull to use, based on the size
if (sv_fields.rotated_bbox != -1
&& SVinteger (ent, rotated_bbox)) {
int h = SVinteger (ent, rotated_bbox) - 1;
hull = pf_hull_list[h]->hulls[hull_index];
} if (SVfloat (ent, solid) == SOLID_BSP) {
// explicit hulls in the BSP model
if (SVfloat (ent, movetype) != MOVETYPE_PUSH)
Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");
model = sv.models[(int) SVfloat (ent, modelindex)];
if (!model || model->type != mod_brush)
Sys_Error ("SOLID_BSP with a non bsp model");
hull = &model->hulls[hull_index];
}
if (hull) {
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// calculate an offset value to center the origin
VectorSubtract (hull->clip_mins, mins, offset);
VectorAdd (offset, SVvector (ent, origin), offset);
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} else { // create a temp hull from bounding box sizes
VectorSubtract (SVvector (ent, mins), maxs, hullmins);
VectorSubtract (SVvector (ent, maxs), mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (SVvector (ent, origin), offset);
}
return hull;
}
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/* ENTITY AREA CHECKING */
areanode_t sv_areanodes[AREA_NODES];
int sv_numareanodes;
static areanode_t *
SV_CreateAreaNode (int depth, const vec3_t mins, const vec3_t maxs)
{
areanode_t *anode;
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vec3_t mins1, maxs1, mins2, maxs2, size;
anode = &sv_areanodes[sv_numareanodes];
sv_numareanodes++;
ClearLink (&anode->trigger_edicts);
ClearLink (&anode->solid_edicts);
if (depth == AREA_DEPTH) {
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
VectorSubtract (maxs, mins, size);
if (size[0] > size[1])
anode->axis = 0;
else
anode->axis = 1;
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy (mins, mins1);
VectorCopy (mins, mins2);
VectorCopy (maxs, maxs1);
VectorCopy (maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = SV_CreateAreaNode (depth + 1, mins2, maxs2);
anode->children[1] = SV_CreateAreaNode (depth + 1, mins1, maxs1);
return anode;
}
void
SV_ClearWorld (void)
{
SV_InitBoxHull ();
memset (sv_areanodes, 0, sizeof (sv_areanodes));
sv_numareanodes = 0;
SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
}
link_t **sv_link_next;
link_t **sv_link_prev;
void
SV_UnlinkEdict (edict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink (&ent->area);
if (sv_link_next && *sv_link_next == &ent->area)
*sv_link_next = ent->area.next;
if (sv_link_prev && *sv_link_prev == &ent->area)
*sv_link_prev = ent->area.prev;
ent->area.prev = ent->area.next = NULL;
}
static void
SV_TouchLinks (edict_t *ent, areanode_t *node)
{
edict_t *touch;
int old_self, old_other;
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link_t *l, *next;
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// touch linked edicts
sv_link_next = &next;
for (l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next) {
next = l->next;
touch = EDICT_FROM_AREA (l);
if (touch == ent)
continue;
if (!SVfunc (touch, touch)
|| SVfloat (touch, solid) != SOLID_TRIGGER)
continue;
if (SVvector (ent, absmin)[0] > SVvector (touch, absmax)[0]
|| SVvector (ent, absmin)[1] > SVvector (touch, absmax)[1]
|| SVvector (ent, absmin)[2] > SVvector (touch, absmax)[2]
|| SVvector (ent, absmax)[0] < SVvector (touch, absmin)[0]
|| SVvector (ent, absmax)[1] < SVvector (touch, absmin)[1]
|| SVvector (ent, absmax)[2] < SVvector (touch, absmin)[2])
continue;
old_self = *sv_globals.self;
old_other = *sv_globals.other;
*sv_globals.time = sv.time;
sv_pr_touch (touch, ent);
*sv_globals.self = old_self;
*sv_globals.other = old_other;
}
sv_link_next = 0;
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// recurse down both sides
if (node->axis == -1)
return;
if (SVvector (ent, absmax)[node->axis] > node->dist)
SV_TouchLinks (ent, node->children[0]);
if (SVvector (ent, absmin)[node->axis] < node->dist)
SV_TouchLinks (ent, node->children[1]);
}
static void
SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
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int leafnum, sides;
mleaf_t *leaf;
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mplane_t *splitplane;
if (node->contents == CONTENTS_SOLID)
return;
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// add an efrag if the node is a leaf
if (node->contents < 0) {
if (ent->num_leafs == MAX_ENT_LEAFS)
return;
leaf = (mleaf_t *) node;
leafnum = leaf - sv.worldmodel->leafs - 1;
ent->leafnums[ent->num_leafs] = leafnum;
ent->num_leafs++;
return;
}
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// NODE_MIXED
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE (SVvector (ent, absmin),
SVvector (ent, absmax), splitplane);
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// recurse down the contacted sides
if (sides & 1)
SV_FindTouchedLeafs (ent, node->children[0]);
if (sides & 2)
SV_FindTouchedLeafs (ent, node->children[1]);
}
void
SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
{
areanode_t *node;
if (ent->area.prev)
SV_UnlinkEdict (ent); // unlink from old position
if (ent == sv.edicts)
return; // don't add the world
if (ent->free)
return;
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// set the abs box
VectorAdd (SVvector (ent, origin), SVvector (ent, mins),
SVvector (ent, absmin));
VectorAdd (SVvector (ent, origin), SVvector (ent, maxs),
SVvector (ent, absmax));
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// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
if ((int) SVfloat (ent, flags) & FL_ITEM) {
SVvector (ent, absmin)[0] -= 15;
SVvector (ent, absmin)[1] -= 15;
SVvector (ent, absmax)[0] += 15;
SVvector (ent, absmax)[1] += 15;
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} else { // movement is clipped an epsilon away from actual edge, so we
// must fully check even when bounding boxes don't quite touch
SVvector (ent, absmin)[0] -= 1;
SVvector (ent, absmin)[1] -= 1;
SVvector (ent, absmin)[2] -= 1;
SVvector (ent, absmax)[0] += 1;
SVvector (ent, absmax)[1] += 1;
SVvector (ent, absmax)[2] += 1;
}
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// link to PVS leafs
ent->num_leafs = 0;
if (SVfloat (ent, modelindex))
SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
if (SVfloat (ent, solid) == SOLID_NOT)
return;
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// find the first node that the ent's box crosses
node = sv_areanodes;
while (1) {
if (node->axis == -1)
break;
if (SVvector (ent, absmin)[node->axis] > node->dist)
node = node->children[0];
else if (SVvector (ent, absmax)[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
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// link it in
if (SVfloat (ent, solid) == SOLID_TRIGGER)
InsertLinkBefore (&ent->area, &node->trigger_edicts);
else
InsertLinkBefore (&ent->area, &node->solid_edicts);
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// if touch_triggers, touch all entities at this node and descend for more
if (touch_triggers)
SV_TouchLinks (ent, sv_areanodes);
}
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/* POINT TESTING IN HULLS */
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#ifndef USE_INTEL_ASM
int
SV_HullPointContents (hull_t *hull, int num, const vec3_t p)
{
dclipnode_t *node;
float d;
mplane_t *plane;
while (num >= 0) {
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("SV_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
#endif // !USE_INTEL_ASM
int
SV_PointContents (const vec3_t p)
{
int cont;
cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
cont = CONTENTS_WATER;
return cont;
}
int
SV_TruePointContents (const vec3_t p)
{
return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
}
/*
SV_TestEntityPosition
This could be a lot more efficient...
A small wrapper around SV_BoxInSolidEntity that never clips against the
supplied entity.
*/
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edict_t *
SV_TestEntityPosition (edict_t *ent)
{
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trace_t trace;
trace = SV_Move (SVvector (ent, origin),
SVvector (ent, mins),
SVvector (ent, maxs),
SVvector (ent, origin), 0, ent);
if (trace.startsolid)
return sv.edicts;
return NULL;
}
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/* LINE TESTING IN HULLS */
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
qboolean
SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
const vec3_t p1, const vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
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float frac, midf, t1, t2;
int side, i;
mplane_t *plane;
vec3_t mid;
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// check for empty
if (num < 0) {
if (num != CONTENTS_SOLID) {
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
} else
trace->startsolid = true;
return true; // empty
}
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// find the point distances
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
} else {
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
if (t1 >= 0 && t2 >= 0)
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return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1,
p2, trace);
if (t1 < 0 && t2 < 0)
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return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1,
p2, trace);
side = (t1 < 0);
frac = t1 / (t1 - t2);
//frac = bound (0, frac, 1); // is this needed?
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
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// move up to the node
if (!SV_RecursiveHullCheck (hull, node->children[side],
p1f, midf, p1, mid, trace))
return false;
if (SV_HullPointContents (hull, node->children[side ^ 1], mid)
!= CONTENTS_SOLID) {
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// go past the node
return SV_RecursiveHullCheck (hull, node->children[side ^ 1], midf,
p2f, mid, p2, trace);
}
if (trace->allsolid)
return false; // never got out of the solid area
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// the other side of the node is solid, this is the impact point
if (!side) {
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
} else {
// invert plane paramterers
trace->plane.normal[0] = -plane->normal[0];
trace->plane.normal[1] = -plane->normal[1];
trace->plane.normal[2] = -plane->normal[2];
trace->plane.dist = -plane->dist;
}
// put the crosspoint DIST_EPSILON pixels on the near side to guarantee
// mid is on the correct side of the plane
if (side)
frac = (t1 + DIST_EPSILON) / (t1 - t2);
else
frac = (t1 - DIST_EPSILON) / (t1 - t2);
frac = bound (0, frac, 1);
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
/*
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
*/
static trace_t
SV_ClipMoveToEntity (edict_t *touched, edict_t *mover, const vec3_t start,
const vec3_t mins, const vec3_t maxs, const vec3_t end)
{
hull_t *hull;
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trace_t trace;
vec3_t offset, start_l, end_l;
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// fill in a default trace
memset (&trace, 0, sizeof (trace_t));
trace.fraction = 1;
trace.allsolid = true;
VectorCopy (end, trace.endpos);
// get the clipping hull
hull = SV_HullForEntity (touched, mins, maxs, offset);
VectorSubtract (start, offset, start_l);
VectorSubtract (end, offset, end_l);
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l,
&trace);
// fix trace up by the offset
if (trace.fraction != 1)
VectorAdd (trace.endpos, offset, trace.endpos);
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// did we clip the move?
if (trace.fraction < 1 || trace.startsolid)
trace.ent = touched;
return trace;
}
/*
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
*/
static void
SV_ClipToLinks (areanode_t *node, moveclip_t * clip)
{
edict_t *touch;
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link_t *l, *next;
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trace_t trace;
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// touch linked edicts
for (l = node->solid_edicts.next; l != &node->solid_edicts; l = next) {
next = l->next;
touch = EDICT_FROM_AREA (l);
if (SVfloat (touch, solid) == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
if (SVfloat (touch, solid) == SOLID_TRIGGER)
Sys_Error ("Trigger in clipping list");
if (clip->type == MOVE_NOMONSTERS && SVfloat (touch, solid)
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!= SOLID_BSP)
continue;
if (clip->boxmins[0] > SVvector (touch, absmax)[0]
|| clip->boxmins[1] > SVvector (touch, absmax)[1]
|| clip->boxmins[2] > SVvector (touch, absmax)[2]
|| clip->boxmaxs[0] < SVvector (touch, absmin)[0]
|| clip->boxmaxs[1] < SVvector (touch, absmin)[1]
|| clip->boxmaxs[2] < SVvector (touch, absmin)[2])
continue;
if (clip->passedict != 0 && SVvector (clip->passedict, size)[0]
&& !SVvector (touch, size)[0])
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continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict) {
if (PROG_TO_EDICT (&sv_pr_state, SVentity (touch, owner))
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== clip->passedict)
continue; // don't clip against own missiles
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if (PROG_TO_EDICT (&sv_pr_state,
SVentity (clip->passedict, owner)) == touch)
continue; // don't clip against owner
}
if ((int) SVfloat (touch, flags) & FL_MONSTER)
trace = SV_ClipMoveToEntity (touch, clip->passedict, clip->start,
clip->mins2, clip->maxs2, clip->end);
else
trace = SV_ClipMoveToEntity (touch, clip->passedict, clip->start,
clip->mins, clip->maxs, clip->end);
if (trace.allsolid || trace.startsolid
|| trace.fraction < clip->trace.fraction) {
trace.ent = touch;
if (clip->trace.startsolid) {
clip->trace = trace;
clip->trace.startsolid = true;
} else
clip->trace = trace;
} else if (trace.startsolid)
clip->trace.startsolid = true;
}
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// recurse down both sides
if (node->axis == -1)
return;
if (clip->boxmaxs[node->axis] > node->dist)
SV_ClipToLinks (node->children[0], clip);
if (clip->boxmins[node->axis] < node->dist)
SV_ClipToLinks (node->children[1], clip);
}
static void
SV_MoveBounds (const vec3_t start, const vec3_t mins, const vec3_t maxs,
const vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
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// debug to test against everything
boxmins[0] = boxmins[1] = boxmins[2] = -9999;
boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
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int i;
for (i = 0; i < 3; i++) {
if (end[i] > start[i]) {
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
} else {
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
#endif
}
trace_t
SV_Move (const vec3_t start, const vec3_t mins, const vec3_t maxs,
const vec3_t end, int type, edict_t *passedict)
{
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int i;
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moveclip_t clip;
memset (&clip, 0, sizeof (moveclip_t));
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// clip to world
clip.trace = SV_ClipMoveToEntity (sv.edicts, passedict, start,
mins, maxs, end);
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type;
clip.passedict = passedict;
if (type == MOVE_MISSILE) {
for (i = 0; i < 3; i++) {
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
} else {
VectorCopy (mins, clip.mins2);
VectorCopy (maxs, clip.maxs2);
}
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// create the bounding box of the entire move
SV_MoveBounds (start, clip.mins2, clip.maxs2, end, clip.boxmins,
clip.boxmaxs);
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// clip to entities
SV_ClipToLinks (sv_areanodes, &clip);
return clip.trace;
}
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edict_t *
SV_TestPlayerPosition (edict_t *ent, const vec3_t origin)
{
edict_t *check;
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hull_t *hull;
int e;
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vec3_t boxmins, boxmaxs, offset;
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// check world first
hull = &sv.worldmodel->hulls[1];
if (SV_HullPointContents (hull, hull->firstclipnode, origin) !=
CONTENTS_EMPTY) return sv.edicts;
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// check all entities
VectorAdd (origin, SVvector (ent, mins), boxmins);
VectorAdd (origin, SVvector (ent, maxs), boxmaxs);
check = NEXT_EDICT (&sv_pr_state, sv.edicts);
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for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state,
check)) {
if (check->free)
continue;
if (check == ent)
continue;
if (SVfloat (check, solid) != SOLID_BSP
&& SVfloat (check, solid) != SOLID_BBOX
&& SVfloat (check, solid) != SOLID_SLIDEBOX)
continue;
if (boxmins[0] > SVvector (check, absmax)[0]
|| boxmins[1] > SVvector (check, absmax)[1]
|| boxmins[2] > SVvector (check, absmax)[2]
|| boxmaxs[0] < SVvector (check, absmin)[0]
|| boxmaxs[1] < SVvector (check, absmin)[1]
|| boxmaxs[2] < SVvector (check, absmin)[2])
continue;
// get the clipping hull
hull = SV_HullForEntity (check, SVvector (ent, mins),
SVvector (ent, maxs), offset);
VectorSubtract (origin, offset, offset);
// test the point
if (SV_HullPointContents (hull, hull->firstclipnode, offset) !=
CONTENTS_EMPTY)
return check;
}
return NULL;
}