//======================================================================= // Copyright XashXT Group 2008 © // sv_world.c - world query functions //======================================================================= #include "common.h" #include "server.h" #include "const.h" #include "pm_defs.h" areanode_t sv_areanodes[AREA_NODES]; int sv_numareanodes; /* =============== SV_CreateAreaNode builds a uniformly subdivided tree for the given world size =============== */ areanode_t *SV_CreateAreaNode( int depth, vec3_t mins, vec3_t maxs ) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1; vec3_t mins2, maxs2; anode = &sv_areanodes[sv_numareanodes++]; ClearLink( &anode->trigger_edicts ); ClearLink( &anode->solid_edicts ); ClearLink( &anode->water_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 = 0.5f * (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; } /* =============== SV_ClearWorld =============== */ void SV_ClearWorld( void ) { vec3_t mins, maxs; int worldIndex = 1; sv_numareanodes = 0; Mod_GetBounds( worldIndex, mins, maxs ); Mem_Set( sv_areanodes, 0, sizeof( sv_areanodes )); SV_CreateAreaNode( 0, mins, maxs ); } /* ==================== SV_TouchLinks ==================== */ void SV_TouchLinks( edict_t *ent, areanode_t *node ) { link_t *l, *next; edict_t *touch; chull_t *hull; vec3_t test; // touch linked edicts 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( touch->free || touch->v.solid != SOLID_TRIGGER ) // disabled ? continue; if( !BoundsIntersect( ent->v.absmin, ent->v.absmax, touch->v.absmin, touch->v.absmax )) continue; if( CM_GetModelType( touch->v.modelindex ) == mod_brush ) { hull = CM_HullForBsp( touch, ent->v.mins, ent->v.maxs, test ); // offset the test point appropriately for this hull. VectorSubtract( ent->v.origin, test, test ); // test hull for intersection with this model if( CM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; } svgame.dllFuncs.pfnTouch( touch, ent ); if( ent->free ) break; // killtarget issues } // recurse down both sides if( node->axis == -1 ) return; if( ent->v.absmax[node->axis] > node->dist ) SV_TouchLinks( ent, node->children[0] ); if( ent->v.absmin[node->axis] < node->dist ) SV_TouchLinks( ent, node->children[1] ); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict( edict_t *ent ) { // not linked in anywhere if( !ent->pvServerData->area.prev ) return; RemoveLink( &ent->pvServerData->area ); ent->pvServerData->area.prev = NULL; ent->pvServerData->area.next = NULL; ent->pvServerData->linked = false; } /* =============== SV_LinkEntity =============== */ void SV_LinkEdict( edict_t *ent, bool touch_triggers ) { areanode_t *node; short leafs[MAX_TOTAL_ENT_LEAFS]; int i, j, num_leafs, topNode; sv_priv_t *sv_ent; sv_ent = ent->pvServerData; if( !sv_ent ) return; if( sv_ent->area.prev ) SV_UnlinkEdict( ent ); // unlink from old position if( ent == EDICT_NUM( 0 )) return; // don't add the world if( ent->free ) return; // trying to classify unclassified edicts if( sv.state == ss_active && sv_ent->s.ed_type == ED_SPAWNED ) SV_ClassifyEdict( ent, ED_SPAWNED ); // set the abs box svgame.dllFuncs.pfnSetAbsBox( ent ); // link to PVS leafs sv_ent->num_leafs = 0; // get all leafs, including solids num_leafs = CM_BoxLeafnums( ent->v.absmin, ent->v.absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topNode ); // if none of the leafs were inside the map, the // entity is outside the world and can be considered unlinked if( !num_leafs ) return; if( num_leafs >= MAX_ENT_LEAFS ) { // assume we missed some leafs, and mark by headnode sv_ent->num_leafs = -1; sv_ent->headnode = topNode; } else { sv_ent->num_leafs = 0; for( i = 0; i < num_leafs; i++ ) { if( leafs[i] == -1 ) continue; // not a visible leaf for( j = 0; j < i; j++ ) { if( leafs[j] == leafs[i] ) break; } if( j == i ) { if( sv_ent->num_leafs == MAX_ENT_LEAFS ) { // assume we missed some leafs, and mark by headNode sv_ent->num_leafs = -1; sv_ent->headnode = topNode; break; } sv_ent->leafnums[sv_ent->num_leafs++] = leafs[i]; } } } ent->pvServerData->s.ed_flags |= ESF_LINKEDICT; // change edict state on a client too... sv_ent->linked = true; // ignore not solid bodies if( ent->v.solid == SOLID_NOT && ent->v.skin == CONTENTS_NONE ) return; // find the first node that the ent's box crosses node = sv_areanodes; while( 1 ) { if( node->axis == -1 ) break; if( ent->v.absmin[node->axis] > node->dist ) node = node->children[0]; else if( ent->v.absmax[node->axis] < node->dist ) node = node->children[1]; else break; // crosses the node } // link it in if( ent->v.solid == SOLID_TRIGGER ) InsertLinkBefore( &sv_ent->area, &node->trigger_edicts, NUM_FOR_EDICT( ent )); else if( ent->v.solid == SOLID_NOT && ent->v.skin != CONTENTS_NONE ) InsertLinkBefore( &sv_ent->area, &node->water_edicts, NUM_FOR_EDICT( ent )); else InsertLinkBefore( &sv_ent->area, &node->solid_edicts, NUM_FOR_EDICT( ent )); if( touch_triggers ) SV_TouchLinks( ent, sv_areanodes ); } /* ============================================================================ 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. ============================================================================ */ /* ==================== SV_AreaEdicts_r ==================== */ void SV_AreaEdicts_r( areanode_t *node, area_t *ap ) { link_t *l, *next, *start; edict_t *check; int count = 0; // touch linked edicts if( ap->type == AREA_SOLID ) start = &node->solid_edicts; else if( ap->type == AREA_TRIGGERS ) start = &node->trigger_edicts; else start = &node->water_edicts; for( l = start->next; l != start; l = next ) { next = l->next; check = EDICT_FROM_AREA( l ); if( check->v.solid == SOLID_NOT && check->v.skin == CONTENTS_NONE ) continue; // deactivated if( !BoundsIntersect( check->v.absmin, check->v.absmax, ap->mins, ap->maxs )) continue; // not touching if( ap->count == ap->maxcount ) { MsgDev( D_WARN, "SV_AreaEdicts: maxcount hit\n" ); return; } ap->list[ap->count] = check; ap->count++; } if( node->axis == -1 ) return; // terminal node // recurse down both sides if( ap->maxs[node->axis] > node->dist ) SV_AreaEdicts_r( node->children[0], ap ); if( ap->mins[node->axis] < node->dist ) SV_AreaEdicts_r( node->children[1], ap ); } /* ================ SV_AreaEdicts ================ */ int SV_AreaEdicts( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount, int areatype ) { area_t ap; ap.mins = mins; ap.maxs = maxs; ap.list = list; ap.count = 0; ap.maxcount = maxcount; ap.type = areatype; SV_AreaEdicts_r( sv_areanodes, &ap ); return ap.count; } /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ static void SV_ClipToLinks( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; 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( touch->v.solid == SOLID_NOT ) continue; if( touch == clip->passedict ) continue; if( touch->v.solid == SOLID_TRIGGER ) Host_Error( "trigger in clipping list\n" ); if( clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP ) continue; // don't clip points against points (they can't collide) if( VectorCompare( touch->v.mins, touch->v.maxs ) && (clip->type != MOVE_MISSILE || !( touch->v.flags & FL_MONSTER ))) continue; if( clip->type == MOVE_WORLDONLY ) { // accept only real bsp models with FL_WORLDBRUSH set if( CM_GetModelType( touch->v.modelindex ) == mod_brush && touch->v.flags & FL_WORLDBRUSH ); else continue; } if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax )) continue; if( clip->passedict && !VectorIsNull( clip->passedict->v.size ) && VectorIsNull( touch->v.size )) continue; // points never interact // monsterclip filter if( CM_GetModelType( touch->v.modelindex ) == mod_brush && ( touch->v.flags & FL_MONSTERCLIP )) { if( clip->passedict && clip->passedict->v.flags & FL_MONSTERCLIP ); else continue; } // custom user filter if( !svgame.dllFuncs.pfnShouldCollide( touch, clip->passedict )) continue; if( clip->flags & FMOVE_IGNORE_GLASS && CM_GetModelType( touch->v.modelindex ) == mod_brush ) { vec3_t point; // we ignore brushes with rendermode != kRenderNormal switch( touch->v.rendermode ) { case kRenderTransTexture: case kRenderTransAlpha: case kRenderTransAdd: if( touch->v.renderamt < 200 ) continue; // check for translucent contents if( VectorIsNull( touch->v.origin )) VectorAverage( touch->v.absmin, touch->v.absmax, point ); else VectorCopy( touch->v.origin, point ); if( SV_PointContents( point ) == CONTENTS_TRANSLUCENT ) continue; // grate detected default: break; } } // might intersect, so do an exact clip if( clip->trace.fAllSolid ) return; if( clip->passedict ) { if( touch->v.owner == clip->passedict ) continue; // don't clip against own missiles if( clip->passedict->v.owner == touch ) continue; // don't clip against owner } if( touch->v.flags & FL_MONSTER ) trace = CM_ClipMove( touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->flags ); else trace = CM_ClipMove( touch, clip->start, clip->mins, clip->maxs, clip->end, clip->flags ); clip->trace = World_CombineTraces( &clip->trace, &trace, touch ); } // 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 ); } /* ================== SV_Move ================== */ trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ) { moveclip_t clip; int i; Mem_Set( &clip, 0, sizeof( moveclip_t )); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = (type & 0xFF); clip.flags = (type & 0xFF00); clip.passedict = e; // clip to world clip.trace = CM_ClipMove( EDICT_NUM( 0 ), start, mins, maxs, end, 0 ); 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 World_MoveBounds( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities SV_ClipToLinks( sv_areanodes, &clip ); return clip.trace; } /* ================== SV_MoveToss ================== */ trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore ) { float gravity; vec3_t move, end; vec3_t original_origin; vec3_t original_velocity; vec3_t original_angles; vec3_t original_avelocity; trace_t trace; int i; VectorCopy( tossent->v.origin, original_origin ); VectorCopy( tossent->v.velocity, original_velocity ); VectorCopy( tossent->v.angles, original_angles ); VectorCopy( tossent->v.avelocity, original_avelocity ); gravity = tossent->v.gravity * svgame.movevars.gravity * 0.05f; for( i = 0; i < 200; i++ ) { SV_CheckVelocity( tossent ); tossent->v.velocity[2] -= gravity; VectorMA( tossent->v.angles, 0.05f, tossent->v.avelocity, tossent->v.angles ); VectorScale( tossent->v.velocity, 0.05f, move ); VectorAdd( tossent->v.origin, move, end ); trace = SV_Move( tossent->v.origin, tossent->v.mins, tossent->v.maxs, end, MOVE_NORMAL, tossent ); VectorCopy( trace.vecEndPos, tossent->v.origin ); if( trace.flFraction < 1.0f ) break; } VectorCopy( original_origin, tossent->v.origin ); VectorCopy( original_velocity, tossent->v.velocity ); VectorCopy( original_angles, tossent->v.angles ); VectorCopy( original_avelocity, tossent->v.avelocity ); return trace; } /* ============= SV_PointContents ============= */ int SV_TruePointContents( const vec3_t p ) { int i, num, contents; edict_t *hit, *touch[MAX_EDICTS]; // sanity check if( !p ) return CONTENTS_NONE; // get base contents from world contents = CM_PointContents( p ); if( contents != CONTENTS_EMPTY ) return contents; // have some world contents // check contents from all the solid entities num = SV_AreaEdicts( p, p, touch, MAX_EDICTS, AREA_SOLID ); for( i = 0; i < num; i++ ) { hit = touch[i]; if( hit->v.solid != SOLID_BSP ) continue; // monsters, players // solid entity found return CONTENTS_SOLID; } // check contents from all the custom entities num = SV_AreaEdicts( p, p, touch, MAX_EDICTS, AREA_CUSTOM ); for( i = 0; i < num; i++ ) { hit = touch[i]; if( hit->v.solid != SOLID_NOT || hit->v.skin == CONTENTS_NONE ) continue; // invalid water ? // custom contents found return hit->v.skin; } return contents; } int SV_PointContents( const vec3_t p ) { int cont = SV_TruePointContents( p ); if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN ) cont = CONTENTS_WATER; return cont; } /* ============ SV_TestPlayerPosition ============ */ edict_t *SV_TestPlayerPosition( const vec3_t origin, edict_t *pass, TraceResult *tr ) { float *mins, *maxs; trace_t result; svgame.pmove->usehull = bound( 0, svgame.pmove->usehull, 3 ); mins = svgame.pmove->player_mins[svgame.pmove->usehull]; maxs = svgame.pmove->player_maxs[svgame.pmove->usehull]; result = SV_Move( origin, mins, maxs, origin, MOVE_NORMAL, pass ); if( tr ) *tr = result; return result.pHit; }