mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 06:10:56 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
162 lines
3.5 KiB
C
162 lines
3.5 KiB
C
#include "QF/sys.h"
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#include "world.h"
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static int
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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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{
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("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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// 1/32 epsilon to keep floating point happy
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#ifndef DIST_EPSILON
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#define DIST_EPSILON (0.03125)
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#endif
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static bool
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SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, const vec3_t p1, const 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 != CONTENTS_SOLID)
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{
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trace->allsolid = false;
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if (num == CONTENTS_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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Sys_Error ("SV_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 (t1 >= 0 && t2 >= 0)
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return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if (t1 < 0 && t2 < 0)
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return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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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 (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
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return false;
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if (HullPointContents (hull, node->children[side^1], mid)
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!= CONTENTS_SOLID)
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// go past the node
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return SV_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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#if 0
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while (HullPointContents (hull, hull->firstclipnode, mid)
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== CONTENTS_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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#endif
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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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void
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MOD_TraceLine (hull_t *hull, int num,
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const vec3_t start_point, const vec3_t end_point,
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trace_t *trace)
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{
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trace->fraction = 1;
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trace->allsolid = true;
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SV_RecursiveHullCheck (hull, num, 0, 1, start_point, end_point, trace);
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}
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