/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/clip_hull.h" #include "QF/console.h" #include "QF/crc.h" #include "QF/sys.h" #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; /* HULL BOXES */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* 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) { 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 inline 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 inline 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. */ 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; 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; } // 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) { // calculate an offset value to center the origin VectorSubtract (hull->clip_mins, mins, offset); VectorAdd (offset, SVvector (ent, origin), offset); } 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; } /* 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; 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) { int old_self, old_other; edict_t *touch; link_t *l, *next; // 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; // 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) { int leafnum, sides; mleaf_t *leaf; mplane_t *splitplane; if (node->contents == CONTENTS_SOLID) return; // 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; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE (SVvector (ent, absmin), SVvector (ent, absmax), splitplane); // 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; // set the abs box VectorAdd (SVvector (ent, origin), SVvector (ent, mins), SVvector (ent, absmin)); VectorAdd (SVvector (ent, origin), SVvector (ent, maxs), SVvector (ent, absmax)); // 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; } 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; } // 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; // 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 } // link it in if (SVfloat (ent, solid) == SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); // if touch_triggers, touch all entities at this node and descend for more if (touch_triggers) SV_TouchLinks (ent, sv_areanodes); } /* POINT TESTING IN HULLS */ #ifndef USE_INTEL_ASM int SV_HullPointContents (hull_t *hull, int num, const vec3_t p) { float d; dclipnode_t *node; 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. */ edict_t * SV_TestEntityPosition (edict_t *ent) { 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; } /* 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; float frac, midf, t1, t2; int side, i; mplane_t *plane; vec3_t mid; // 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 } // 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) return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace); if (t1 < 0 && t2 < 0) 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]); // 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) { // 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 // 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; trace_t trace; vec3_t offset, start_l, end_l; // 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); // 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; link_t *l, *next; trace_t trace; // 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) != 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]) 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)) == clip->passedict) continue; // don't clip against own missiles 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; } // 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 // debug to test against everything boxmins[0] = boxmins[1] = boxmins[2] = -9999; boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999; #else int i; for (i = 0; i < 3; i++) { if (end[i] > start[i]) { boxmins[i] = start[i] + mins[i] - 1; boxmaxs[i] = end[i] + maxs[i] + 1; } else { boxmins[i] = end[i] + mins[i] - 1; boxmaxs[i] = start[i] + maxs[i] + 1; } } #endif } 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) { int i; moveclip_t clip; memset (&clip, 0, sizeof (moveclip_t)); // 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); } // create the bounding box of the entire move SV_MoveBounds (start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs); // clip to entities SV_ClipToLinks (sv_areanodes, &clip); return clip.trace; } edict_t * SV_TestPlayerPosition (edict_t *ent, const vec3_t origin) { edict_t *check; hull_t *hull; int e; vec3_t boxmins, boxmaxs, offset; // check world first hull = &sv.worldmodel->hulls[1]; if (SV_HullPointContents (hull, hull->firstclipnode, origin) != CONTENTS_EMPTY) return sv.edicts; // check all entities VectorAdd (origin, SVvector (ent, mins), boxmins); VectorAdd (origin, SVvector (ent, maxs), boxmaxs); check = NEXT_EDICT (&sv_pr_state, sv.edicts); 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; }