/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see .
===========================================================================
*/
// world.c -- world query functions
#include "../server/exe_headers.h"
#include "../qcommon/cm_local.h"
/*
Ghoul2 Insert Start
*/
#if !defined(GHOUL2_SHARED_H_INC)
#include "../game/ghoul2_shared.h" //for CGhoul2Info_v
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#if !defined (MINIHEAP_H_INC)
#include "../qcommon/MiniHeap.h"
#endif
#ifdef _DEBUG
#include
#endif //_DEBUG
/*
Ghoul2 Insert End
*/
#if 0 //G2_SUPERSIZEDBBOX is not being used
static const float superSizedAdd=64.0f;
#endif
/*
================
SV_ClipHandleForEntity
Returns a headnode that can be used for testing or clipping to a
given entity. If the entity is a bsp model, the headnode will
be returned, otherwise a custom box tree will be constructed.
================
*/
clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent ) {
if ( ent->bmodel ) {
// explicit hulls in the BSP model
return CM_InlineModel( ent->s.modelindex );
}
// create a temp tree from bounding box sizes
return CM_TempBoxModel( ent->mins, ent->maxs );//, ent->contents );
}
/*
===============================================================================
ENTITY CHECKING
To avoid linearly searching through lists of entities during environment testing,
the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
are kept in chains either at the final leafs, or at the first node that splits
them, which prevents having to deal with multiple fragments of a single entity.
===============================================================================
*/
typedef struct worldSector_s {
int axis; // -1 = leaf node
float dist;
struct worldSector_s *children[2];
svEntity_t *entities;
} worldSector_t;
#define AREA_DEPTH 8
#define AREA_NODES 1024
worldSector_t sv_worldSectors[AREA_NODES];
int sv_numworldSectors;
/*
===============
SV_CreateworldSector
Builds a uniformly subdivided tree for the given world size
===============
*/
worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
worldSector_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_worldSectors[sv_numworldSectors];
sv_numworldSectors++;
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_CreateworldSector (depth+1, mins2, maxs2);
anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld( void ) {
clipHandle_t h;
vec3_t mins, maxs;
memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
sv_numworldSectors = 0;
// get world map bounds
h = CM_InlineModel( 0 );
CM_ModelBounds( cmg, h, mins, maxs );
SV_CreateworldSector( 0, mins, maxs );
}
/*
===============
SV_UnlinkEntity
===============
*/
void SV_UnlinkEntity( gentity_t *gEnt ) {
svEntity_t *ent;
svEntity_t *scan;
worldSector_t *ws;
// this should never be called with a freed entity
if ( !gEnt->inuse ) {
return;
}
ent = SV_SvEntityForGentity( gEnt );
gEnt->linked = qfalse;
ws = ent->worldSector;
if ( !ws ) {
return; // not linked in anywhere
}
ent->worldSector = NULL;
if ( ws->entities == ent ) {
ws->entities = ent->nextEntityInWorldSector;
return;
}
for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
if ( scan->nextEntityInWorldSector == ent ) {
scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
return;
}
}
Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
}
/*
===============
SV_LinkEntity
===============
*/
#define MAX_TOTAL_ENT_LEAFS 128
void SV_LinkEntity( gentity_t *gEnt ) {
worldSector_t *node;
int leafs[MAX_TOTAL_ENT_LEAFS];
int cluster;
int num_leafs;
int i, j, k;
int area;
int lastLeaf;
float *origin, *angles;
svEntity_t *ent;
// this should never be called with a freed entity
if ( !gEnt->inuse ) {
return;
}
ent = SV_SvEntityForGentity( gEnt );
if ( ent->worldSector ) {
SV_UnlinkEntity( gEnt ); // unlink from old position
}
// encode the size into the entityState_t for client prediction
if ( gEnt->bmodel ) {
gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
} else if ( gEnt->contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
// assume that x/y are equal and symetric
i = gEnt->maxs[0];
if (i<1)
i = 1;
if (i>255)
i = 255;
// z is not symetric
j = (-gEnt->mins[2]);
if (j<1)
j = 1;
if (j>255)
j = 255;
// and z maxs can be negative...
k = (gEnt->maxs[2]+32);
if (k<1)
k = 1;
if (k>255)
k = 255;
gEnt->s.solid = (k<<16) | (j<<8) | i;
} else {
gEnt->s.solid = 0;
}
// get the position
origin = gEnt->currentOrigin;
angles = gEnt->currentAngles;
// set the abs box
if ( gEnt->bmodel && (angles[0] || angles[1] || angles[2]) )
{ // expand for rotation
float max;
int i;
max = RadiusFromBounds( gEnt->mins, gEnt->maxs );
for (i=0 ; i<3 ; i++) {
gEnt->absmin[i] = origin[i] - max;
gEnt->absmax[i] = origin[i] + max;
}
} else {
// normal
VectorAdd (origin, gEnt->mins, gEnt->absmin);
VectorAdd (origin, gEnt->maxs, gEnt->absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
gEnt->absmin[0] -= 1;
gEnt->absmin[1] -= 1;
gEnt->absmin[2] -= 1;
gEnt->absmax[0] += 1;
gEnt->absmax[1] += 1;
gEnt->absmax[2] += 1;
// link to PVS leafs
ent->numClusters = 0;
ent->lastCluster = 0;
ent->areanum = -1;
ent->areanum2 = -1;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums( gEnt->absmin, gEnt->absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if ( !num_leafs ) {
return;
}
// set areas, even from clusters that don't fit in the entity array
for (i=0 ; iareanum != -1 && ent->areanum != area) {
if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
gEnt->s.number,
gEnt->absmin[0], gEnt->absmin[1], gEnt->absmin[2]);
}
ent->areanum2 = area;
} else {
ent->areanum = area;
}
}
}
// store as many explicit clusters as we can
ent->numClusters = 0;
for (i=0 ; i < num_leafs ; i++) {
cluster = CM_LeafCluster( leafs[i] );
if ( cluster != -1 ) {
ent->clusternums[ent->numClusters++] = cluster;
if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
break;
}
}
}
// store off a last cluster if we need to
if ( i != num_leafs ) {
ent->lastCluster = CM_LeafCluster( lastLeaf );
}
// find the first world sector node that the ent's box crosses
node = sv_worldSectors;
while (1)
{
if (node->axis == -1)
break;
if ( gEnt->absmin[node->axis] > node->dist)
node = node->children[0];
else if ( gEnt->absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
ent->worldSector = node;
ent->nextEntityInWorldSector = node->entities;
node->entities = ent;
gEnt->linked = qtrue;
}
/*
============================================================================
AREA QUERY
Fills in a list of all entities who's absmin / absmax intersects the given
bounds. This does NOT mean that they actually touch in the case of bmodels.
============================================================================
*/
typedef struct {
const float *mins;
const float *maxs;
gentity_t **list;
int count, maxcount;
} areaParms_t;
/*
====================
SV_AreaEntities_r
====================
*/
void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
svEntity_t *check, *next;
gentity_t *gcheck;
for ( check = node->entities ; check ; check = next ) {
next = check->nextEntityInWorldSector;
gcheck = SV_GEntityForSvEntity( check );
if ( gcheck->absmin[0] > ap->maxs[0]
|| gcheck->absmin[1] > ap->maxs[1]
|| gcheck->absmin[2] > ap->maxs[2]
|| gcheck->absmax[0] < ap->mins[0]
|| gcheck->absmax[1] < ap->mins[1]
|| gcheck->absmax[2] < ap->mins[2]) {
continue;
}
if ( ap->count == ap->maxcount ) {
Com_DPrintf ("SV_AreaEntities: reached maxcount (%d)\n",ap->maxcount);
return;
}
ap->list[ap->count] = gcheck;
ap->count++;
}
if (node->axis == -1) {
return; // terminal node
}
// recurse down both sides
if ( ap->maxs[node->axis] > node->dist ) {
SV_AreaEntities_r ( node->children[0], ap );
}
if ( ap->mins[node->axis] < node->dist ) {
SV_AreaEntities_r ( node->children[1], ap );
}
}
/*
================
SV_AreaEntities
================
*/
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, gentity_t **elist, int maxcount ) {
areaParms_t ap;
ap.mins = mins;
ap.maxs = maxs;
ap.list = elist;
ap.count = 0;
ap.maxcount = maxcount;
SV_AreaEntities_r( sv_worldSectors, &ap );
return ap.count;
}
/*
===============
SV_SectorList_f
===============
*/
#if 1
void SV_SectorList_f( void ) {
int i, c;
worldSector_t *sec;
svEntity_t *ent;
for ( i = 0 ; i < AREA_NODES ; i++ ) {
sec = &sv_worldSectors[i];
c = 0;
for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
c++;
}
Com_Printf( "sector %i: %i entities\n", i, c );
}
}
#else
#pragma warning (push, 3) //go back down to 3 for the stl include
#include
#include