quakeforge/nq/source/world.c
Bill Currie d5ed3bea75 when touching entities, it is possible for the next linked entity to be
freed, and thus unlinked. when this mappens, make sure the pointer to the
next entity to be touched gets updated appropriatly.
2002-02-25 03:24:46 +00:00

827 lines
20 KiB
C

/*
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
*/
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"
#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;
}
}
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.
*/
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)) {
extern clip_hull_t *pf_hull_list[];
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;
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;
}
void
SV_TouchLinks (edict_t *ent, areanode_t *node)
{
edict_t *touch;
int old_self, old_other;
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.self = EDICT_TO_PROG (&sv_pr_state, touch);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, ent);
*sv_globals.time = sv.time;
PR_ExecuteProgram (&sv_pr_state, SVfunc (touch, touch));
*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]);
}
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)
{
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.
*/
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
*/
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
*/
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);
}
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;
}