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https://git.code.sf.net/p/quake/quakeforge
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3fb03fc2be
than __attribute__((unused))). fixes the missing console in -x11
301 lines
6.6 KiB
C
301 lines
6.6 KiB
C
/*
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pmovetst.c
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(description)
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/console.h"
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#include "QF/model.h"
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#include "QF/qtypes.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "qw/pmove.h"
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#include "world.h"
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static hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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/*
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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*/
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void
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PM_InitBoxHull (void)
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{
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int side, i;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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for (i = 0; i < 6; i++) {
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box_clipnodes[i].planenum = i;
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side = i & 1;
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box_clipnodes[i].children[side] = CONTENTS_EMPTY;
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if (i != 5)
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box_clipnodes[i].children[side ^ 1] = i + 1;
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else
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box_clipnodes[i].children[side ^ 1] = CONTENTS_SOLID;
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box_planes[i].type = i >> 1;
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box_planes[i].normal[i >> 1] = 1;
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}
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}
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/*
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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*/
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static inline hull_t *
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PM_HullForBox (const vec3_t mins, const vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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inline int
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PM_HullPointContents (hull_t *hull, int num, const 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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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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int
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PM_PointContents (const vec3_t p)
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{
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float d;
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int num;
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dclipnode_t *node;
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hull_t *hull;
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mplane_t *plane;
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hull = &pmove.physents[0].model->hulls[0];
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num = hull->firstclipnode;
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while (num >= 0) {
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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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/*
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PM_TestPlayerPosition
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Returns false if the given player position is not valid (in solid)
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*/
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qboolean
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PM_TestPlayerPosition (const vec3_t pos)
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{
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hull_t *hull;
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int i;
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physent_t *pe;
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vec3_t mins, maxs, test;
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for (i = 0; i < pmove.numphysent; i++) {
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pe = &pmove.physents[i];
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// get the clipping hull
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if (pe->model)
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hull = &pmove.physents[i].model->hulls[1];
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else {
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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}
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VectorSubtract (pos, pe->origin, test);
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if (PM_HullPointContents (hull, hull->firstclipnode, test) ==
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CONTENTS_SOLID) return false;
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}
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return true;
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}
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static inline int
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bboxes_touch (const vec3_t min1, const vec3_t max1,
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const vec3_t min2, const vec3_t max2)
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{
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if (min1[0] > max2[0] || max1[0] < min2[0])
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return 0;
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if (min1[1] > max2[1] || max1[1] < min2[1])
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return 0;
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if (min1[2] > max2[2] || max1[2] < min2[2])
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return 0;
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return 1;
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}
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/* PM_PlayerMove */
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trace_t
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PM_PlayerMove (const vec3_t start, const vec3_t end)
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{
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hull_t *hull;
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int i, check_box, move_missed;
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physent_t *pe;
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trace_t trace, total;
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vec3_t maxs, mins, offset, start_l, end_l;
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vec3_t move[2];
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// fill in a default trace
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memset (&total, 0, sizeof (trace_t));
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total.fraction = 1;
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total.ent = 0;
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VectorCopy (end, total.endpos);
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for (i = 0; i < pmove.numphysent; i++) {
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pe = &pmove.physents[i];
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// get the clipping hull
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if (pe->hull) {
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hull = pe->hull;
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check_box = 0;
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VectorZero (mins);
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VectorZero (maxs);
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} else {
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check_box = 1;
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if (pe->model) {
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hull = &pe->model->hulls[1];
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VectorSubtract (pe->model->mins, player_maxs, mins);
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VectorSubtract (pe->model->maxs, player_mins, maxs);
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} else {
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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}
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}
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// PM_HullForEntity (ent, mins, maxs, offset);
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VectorCopy (pe->origin, offset);
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VectorSubtract (start, offset, start_l);
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VectorSubtract (end, offset, end_l);
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// fill in a default trace
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memset (&trace, 0, sizeof (trace_t));
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trace.fraction = 1;
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trace.allsolid = true;
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// trace.startsolid = true;
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VectorCopy (end, trace.endpos);
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move_missed = 0;
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if (check_box) {
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move[0][0] = min (start_l[0], end_l[0]);
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move[0][1] = min (start_l[1], end_l[1]);
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move[0][2] = min (start_l[2], end_l[2]);
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move[1][0] = max (start_l[0], end_l[0]);
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move[1][1] = max (start_l[1], end_l[1]);
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move[1][2] = max (start_l[2], end_l[2]);
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if (!bboxes_touch (move[0], move[1], mins, maxs)) {
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move_missed = 1;
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if (PM_HullPointContents (hull, hull->firstclipnode,
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start_l) != CONTENTS_SOLID) {
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// since the move missed the entity entirely, the start
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// point is outside the entity and the entity's outside
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// is not solid, the whole trace is not solid
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trace.allsolid = false;
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}
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}
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}
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if (!move_missed) {
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// trace a line through the appropriate clipping hull
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MOD_TraceLine (hull, hull->firstclipnode, start_l, end_l, &trace);
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}
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if (trace.allsolid)
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trace.startsolid = true;
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if (trace.startsolid)
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trace.fraction = 0;
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// did we clip the move?
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if (trace.fraction < total.fraction) {
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// fix trace up by the offset
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VectorAdd (trace.endpos, offset, trace.endpos);
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total = trace;
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total.ent = (struct edict_s *) &pmove.physents[i];
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}
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}
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return total;
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}
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