/* sv_world.c - world query functions Copyright (C) 2008 Uncle Mike 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 3 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. */ #include "common.h" #include "server.h" #include "const.h" #include "pm_local.h" #include "studio.h" typedef struct moveclip_s { vec3_t boxmins, boxmaxs; // enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters const float *start, *end; edict_t *passedict; trace_t trace; int type; // move type int flags; // trace flags } moveclip_t; /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static mclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* =================== 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_InitBoxHull( void ) { int i, side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for( i = 0; i < 6; i++ ) { box_clipnodes[i].planenum = i; side = i & 1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if( i != 5 ) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; box_planes[i].signbits = 0; } } /* ==================== StudioPlayerBlend ==================== */ void SV_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) { // calc up/down pointing *pBlend = (*pPitch * 3); if( *pBlend < pseqdesc->blendstart[0] ) { *pPitch -= pseqdesc->blendstart[0] / 3.0f; *pBlend = 0; } else if( *pBlend > pseqdesc->blendend[0] ) { *pPitch -= pseqdesc->blendend[0] / 3.0f; *pBlend = 255; } else { if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error *pBlend = 127; else *pBlend = 255.0f * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]); *pPitch = 0; } } /* ==================== SV_CheckSphereIntersection check clients only ==================== */ qboolean SV_CheckSphereIntersection( edict_t *ent, const vec3_t start, const vec3_t end ) { int i, sequence; float radiusSquared; vec3_t traceOrg, traceDir; studiohdr_t *pstudiohdr; mstudioseqdesc_t *pseqdesc; model_t *mod; if( !FBitSet( ent->v.flags, FL_CLIENT|FL_FAKECLIENT )) return true; if(( mod = Mod_Handle( ent->v.modelindex )) == NULL ) return true; if(( pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( mod )) == NULL ) return true; sequence = ent->v.sequence; if( sequence < 0 || sequence >= pstudiohdr->numseq ) sequence = 0; pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence; VectorCopy( start, traceOrg ); VectorSubtract( end, start, traceDir ); radiusSquared = 0.0f; for ( i = 0; i < 3; i++ ) radiusSquared += Q_max( fabs( pseqdesc->bbmin[i] ), fabs( pseqdesc->bbmax[i] )); return SphereIntersect( ent->v.origin, radiusSquared, traceOrg, traceDir ); } /* =================== 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_HullAutoSelect select the apropriate hull automatically ================== */ hull_t *SV_HullAutoSelect( model_t *model, const vec3_t mins, const vec3_t maxs, const vec3_t size, vec3_t offset ) { float curdiff; float lastdiff = 999; int i, hullNumber = 0; // assume we fail vec3_t clip_size; hull_t *hull; // NOTE: this is not matched with hardcoded values in some cases... for( i = 0; i < MAX_MAP_HULLS; i++ ) { VectorSubtract( model->hulls[i].clip_maxs, model->hulls[i].clip_mins, clip_size ); curdiff = floor( VectorAvg( size )) - floor( VectorAvg( clip_size )); curdiff = fabs( curdiff ); if( curdiff < lastdiff ) { hullNumber = i; lastdiff = curdiff; } } // TraceHull stuff hull = &model->hulls[hullNumber]; // calculate an offset value to center the origin // NOTE: never get offset of drawing hull if( !hullNumber ) VectorCopy( hull->clip_mins, offset ); else VectorSubtract( hull->clip_mins, mins, offset ); return hull; } /* ================== SV_HullForBsp forcing to select BSP hull ================== */ hull_t *SV_HullForBsp( edict_t *ent, const vec3_t mins, const vec3_t maxs, vec3_t offset ) { hull_t *hull; model_t *model; vec3_t size; if( svgame.physFuncs.SV_HullForBsp != NULL ) { hull = svgame.physFuncs.SV_HullForBsp( ent, mins, maxs, offset ); if( hull ) return hull; } // decide which clipping hull to use, based on the size model = Mod_Handle( ent->v.modelindex ); if( !model || model->type != mod_brush ) Host_Error( "Entity %i (%s) SOLID_BSP with a non bsp model %s\n", NUM_FOR_EDICT( ent ), SV_ClassName( ent ), STRING( ent->v.model )); VectorSubtract( maxs, mins, size ); #ifdef RANDOM_HULL_NULLIZATION // author: The FiEctro hull = &model->hulls[COM_RandomLong( 0, 0 )]; #endif // FIXME: find a better method to detect quake-maps? if( FBitSet( world.flags, FWORLD_SKYSPHERE )) { // alternate hull select for quake maps if( size[0] < 3.0f || ent->v.solid == SOLID_PORTAL ) hull = &model->hulls[0]; else if( size[0] <= 32.0f ) hull = &model->hulls[1]; else hull = &model->hulls[2]; VectorSubtract( hull->clip_mins, mins, offset ); } else { if( size[0] <= 8.0f || ent->v.solid == SOLID_PORTAL ) { hull = &model->hulls[0]; VectorCopy( hull->clip_mins, offset ); } else { if( size[0] <= 36.0f ) { if( size[2] <= 36.0f ) hull = &model->hulls[3]; else hull = &model->hulls[1]; } else hull = &model->hulls[2]; VectorSubtract( hull->clip_mins, mins, offset ); } } VectorAdd( offset, ent->v.origin, offset ); return 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, vec3_t mins, vec3_t maxs, vec3_t offset ) { hull_t *hull; vec3_t hullmins, hullmaxs; if( ent->v.solid == SOLID_BSP || ent->v.solid == SOLID_PORTAL ) { if( ent->v.solid != SOLID_PORTAL ) { if( ent->v.movetype != MOVETYPE_PUSH && ent->v.movetype != MOVETYPE_PUSHSTEP ) Host_Error( "'%s' has SOLID_BSP without MOVETYPE_PUSH or MOVETYPE_PUSHSTEP\n", SV_ClassName( ent )); } hull = SV_HullForBsp( ent, mins, maxs, offset ); } else { // create a temp hull from bounding box sizes VectorSubtract( ent->v.mins, maxs, hullmins ); VectorSubtract( ent->v.maxs, mins, hullmaxs ); hull = SV_HullForBox( hullmins, hullmaxs ); VectorCopy( ent->v.origin, offset ); } return hull; } /* ==================== SV_HullForStudioModel ==================== */ hull_t *SV_HullForStudioModel( edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset, int *numhitboxes ) { qboolean useComplexHull; float scale = 0.5f; hull_t *hull = NULL; vec3_t size; model_t *mod; if(( mod = Mod_Handle( ent->v.modelindex )) == NULL ) { *numhitboxes = 1; return SV_HullForEntity( ent, mins, maxs, offset ); } VectorSubtract( maxs, mins, size ); useComplexHull = false; if( VectorIsNull( size ) && !FBitSet( svgame.globals->trace_flags, FTRACE_SIMPLEBOX )) { useComplexHull = true; if( FBitSet( ent->v.flags, FL_CLIENT|FL_FAKECLIENT )) { if( sv_clienttrace.value == 0.0f ) { // so no way to trace studiomodels by hitboxes // use bbox instead useComplexHull = false; } else { scale = sv_clienttrace.value * 0.5f; VectorSet( size, 1.0f, 1.0f, 1.0f ); } } } if( FBitSet( mod->flags, STUDIO_TRACE_HITBOX ) || useComplexHull ) { VectorScale( size, scale, size ); VectorClear( offset ); if( FBitSet( ent->v.flags, FL_CLIENT|FL_FAKECLIENT )) { studiohdr_t *pstudio; mstudioseqdesc_t *pseqdesc; byte controller[4]; byte blending[2]; vec3_t angles; int iBlend; pstudio = Mod_StudioExtradata( mod ); pseqdesc = (mstudioseqdesc_t *)((byte *)pstudio + pstudio->seqindex) + ent->v.sequence; VectorCopy( ent->v.angles, angles ); SV_StudioPlayerBlend( pseqdesc, &iBlend, &angles[PITCH] ); controller[0] = controller[1] = 0x7F; controller[2] = controller[3] = 0x7F; blending[0] = (byte)iBlend; blending[1] = 0; hull = Mod_HullForStudio( mod, ent->v.frame, ent->v.sequence, angles, ent->v.origin, size, controller, blending, numhitboxes, ent ); } else { hull = Mod_HullForStudio( mod, ent->v.frame, ent->v.sequence, ent->v.angles, ent->v.origin, size, ent->v.controller, ent->v.blending, numhitboxes, ent ); } } if( hull ) return hull; *numhitboxes = 1; return SV_HullForEntity( ent, mins, maxs, offset ); } /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ static int iTouchLinkSemaphore = 0; // prevent recursion when SV_TouchLinks is active areanode_t sv_areanodes[AREA_NODES]; static 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->portal_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 ) { int i; SV_InitBoxHull(); // for box testing // clear lightstyles for( i = 0; i < MAX_LIGHTSTYLES; i++ ) { sv.lightstyles[i].value = 256.0f; sv.lightstyles[i].time = 0.0f; } memset( sv_areanodes, 0, sizeof( sv_areanodes )); iTouchLinkSemaphore = 0; sv_numareanodes = 0; SV_CreateAreaNode( 0, sv.worldmodel->mins, sv.worldmodel->maxs ); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict( edict_t *ent ) { // not linked in anywhere if( !ent->area.prev ) return; RemoveLink( &ent->area ); ent->area.prev = NULL; ent->area.next = NULL; } /* ==================== SV_TouchLinks ==================== */ void SV_TouchLinks( edict_t *ent, areanode_t *node ) { link_t *l, *next; edict_t *touch; hull_t *hull; vec3_t test, offset; // touch linked edicts for( l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); if( svgame.physFuncs.SV_TriggerTouch != NULL ) { // user dll can override trigger checking (Xash3D extension) if( !svgame.physFuncs.SV_TriggerTouch( ent, touch )) continue; } else { if( touch == ent || touch->v.solid != SOLID_TRIGGER ) // disabled ? continue; if( touch->v.groupinfo && ent->v.groupinfo ) { if(( !svs.groupop && !(touch->v.groupinfo & ent->v.groupinfo)) || (svs.groupop == 1 && (touch->v.groupinfo & ent->v.groupinfo))) continue; } if( !BoundsIntersect( ent->v.absmin, ent->v.absmax, touch->v.absmin, touch->v.absmax )) continue; // check brush triggers accuracy if( Mod_GetType( touch->v.modelindex ) == mod_brush ) { model_t *mod = Mod_Handle( touch->v.modelindex ); // force to select bsp-hull hull = SV_HullForBsp( touch, ent->v.mins, ent->v.maxs, offset ); // support for rotational triggers if(( mod->flags & MODEL_HAS_ORIGIN ) && !VectorIsNull( touch->v.angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, touch->v.angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, ent->v.origin, test ); } else { // offset the test point appropriately for this hull. VectorSubtract( ent->v.origin, offset, test ); } // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) != CONTENTS_SOLID ) continue; } } // never touch the triggers when "playersonly" is active if( !( sv.hostflags & SVF_PLAYERSONLY )) { svgame.globals->time = sv.time; svgame.dllFuncs.pfnTouch( touch, ent ); } } // 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_FindTouchedLeafs =============== */ void SV_FindTouchedLeafs( edict_t *ent, mnode_t *node, int *headnode ) { int sides; mleaf_t *leaf; 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 - 1 )) { // continue counting leafs, // so we know how many it's overrun ent->num_leafs = (MAX_ENT_LEAFS + 1); } else { leaf = (mleaf_t *)node; ent->leafnums[ent->num_leafs] = leaf->cluster; ent->num_leafs++; } return; } // NODE_MIXED sides = BOX_ON_PLANE_SIDE( ent->v.absmin, ent->v.absmax, node->plane ); if(( sides == 3 ) && ( *headnode == -1 )) *headnode = node - sv.worldmodel->nodes; // recurse down the contacted sides if( sides & 1 ) SV_FindTouchedLeafs( ent, node->children[0], headnode ); if( sides & 2 ) SV_FindTouchedLeafs( ent, node->children[1], headnode ); } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict( edict_t *ent, qboolean touch_triggers ) { areanode_t *node; int headnode; if( ent->area.prev ) SV_UnlinkEdict( ent ); // unlink from old position if( ent == svgame.edicts ) return; // don't add the world if( !SV_IsValidEdict( ent )) return; // never add freed ents // set the abs box svgame.dllFuncs.pfnSetAbsBox( ent ); if( ent->v.movetype == MOVETYPE_FOLLOW && SV_IsValidEdict( ent->v.aiment )) { memcpy( ent->leafnums, ent->v.aiment->leafnums, sizeof( ent->leafnums )); ent->num_leafs = ent->v.aiment->num_leafs; ent->headnode = ent->v.aiment->headnode; } else { // link to PVS leafs ent->num_leafs = 0; ent->headnode = -1; headnode = -1; if( ent->v.modelindex ) SV_FindTouchedLeafs( ent, sv.worldmodel->nodes, &headnode ); if( ent->num_leafs > MAX_ENT_LEAFS ) { memset( ent->leafnums, -1, sizeof( ent->leafnums )); ent->num_leafs = 0; // so we use headnode instead ent->headnode = headnode; } } // ignore non-solid bodies if( ent->v.solid == SOLID_NOT && ent->v.skin >= CONTENTS_EMPTY ) 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( &ent->area, &node->trigger_edicts ); else if( ent->v.solid == SOLID_PORTAL ) InsertLinkBefore( &ent->area, &node->portal_edicts ); else InsertLinkBefore( &ent->area, &node->solid_edicts ); if( touch_triggers && !iTouchLinkSemaphore ) { iTouchLinkSemaphore = true; SV_TouchLinks( ent, sv_areanodes ); iTouchLinkSemaphore = false; } } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ void SV_WaterLinks( const vec3_t origin, int *pCont, areanode_t *node ) { link_t *l, *next; edict_t *touch; hull_t *hull; vec3_t test, offset; model_t *mod; // get water 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 ) // disabled ? continue; if( touch->v.groupinfo ) { if(( !svs.groupop && !(touch->v.groupinfo & svs.groupmask)) || (svs.groupop == 1 && (touch->v.groupinfo & svs.groupmask))) continue; } // only brushes can have special contents if( Mod_GetType( touch->v.modelindex ) != mod_brush ) continue; if( !BoundsIntersect( origin, origin, touch->v.absmin, touch->v.absmax )) continue; mod = Mod_Handle( touch->v.modelindex ); // check water brushes accuracy hull = SV_HullForBsp( touch, vec3_origin, vec3_origin, offset ); // support for rotational water if(( mod->flags & MODEL_HAS_ORIGIN ) && !VectorIsNull( touch->v.angles )) { matrix4x4 matrix; Matrix4x4_CreateFromEntity( matrix, touch->v.angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, origin, test ); } else { // offset the test point appropriately for this hull. VectorSubtract( origin, offset, test ); } // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; // compare contents ranking if( RankForContents( touch->v.skin ) > RankForContents( *pCont )) *pCont = touch->v.skin; // new content has more priority } // recurse down both sides if( node->axis == -1 ) return; if( origin[node->axis] > node->dist ) SV_WaterLinks( origin, pCont, node->children[0] ); if( origin[node->axis] < node->dist ) SV_WaterLinks( origin, pCont, node->children[1] ); } /* ============= SV_TruePointContents ============= */ int SV_TruePointContents( const vec3_t p ) { int cont; // sanity check if( !p ) return CONTENTS_NONE; // get base contents from world cont = PM_HullPointContents( &sv.worldmodel->hulls[0], 0, p ); // check all water entities SV_WaterLinks( p, &cont, sv_areanodes ); return cont; } /* ============= SV_PointContents ============= */ 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_TestEntityPosition returns true if the entity is in solid currently ============ */ qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker ) { trace_t trace; qboolean monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false; if( ent->v.flags & (FL_CLIENT|FL_FAKECLIENT)) { // to avoid falling through tracktrain update client mins\maxs here if( ent->v.flags & FL_DUCKING ) SV_SetMinMaxSize( ent, svgame.pmove->player_mins[1], svgame.pmove->player_maxs[1], true ); else SV_SetMinMaxSize( ent, svgame.pmove->player_mins[0], svgame.pmove->player_maxs[0], true ); } trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL|FMOVE_SIMPLEBOX, ent, monsterClip ); if( SV_IsValidEdict( blocker ) && SV_IsValidEdict( trace.ent )) { if( trace.ent->v.movetype == MOVETYPE_PUSH || trace.ent == blocker ) return trace.startsolid; return false; } return trace.startsolid; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ /* ================== SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ void SV_ClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace ) { hull_t *hull; model_t *model; vec3_t start_l, end_l; vec3_t offset, temp; int last_hitgroup; trace_t trace_hitbox; int i, j, hullcount; qboolean rotated, transform_bbox; matrix4x4 matrix; memset( trace, 0, sizeof( trace_t )); VectorCopy( end, trace->endpos ); trace->fraction = 1.0f; trace->allsolid = 1; model = Mod_Handle( ent->v.modelindex ); if( model && model->type == mod_studio ) { hull = SV_HullForStudioModel( ent, mins, maxs, offset, &hullcount ); } else { hull = SV_HullForEntity( ent, mins, maxs, offset ); hullcount = 1; } // rotate start and end into the models frame of reference if(( ent->v.solid == SOLID_BSP || ent->v.solid == SOLID_PORTAL ) && !VectorIsNull( ent->v.angles )) rotated = true; else rotated = false; if( FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT )) { // keep untransformed bbox less than 45 degress or train on subtransit.bsp will stop working if(( check_angles( ent->v.angles[0] ) || check_angles( ent->v.angles[2] )) && !VectorIsNull( mins )) transform_bbox = true; else transform_bbox = false; } else transform_bbox = false; if( rotated ) { vec3_t out_mins, out_maxs; if( transform_bbox ) Matrix4x4_CreateFromEntity( matrix, ent->v.angles, ent->v.origin, 1.0f ); else Matrix4x4_CreateFromEntity( matrix, ent->v.angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, start, start_l ); Matrix4x4_VectorITransform( matrix, end, end_l ); if( transform_bbox ) { World_TransformAABB( matrix, mins, maxs, out_mins, out_maxs ); VectorSubtract( hull->clip_mins, out_mins, offset ); // calc new local offset for( j = 0; j < 3; j++ ) { if( start_l[j] >= 0.0f ) start_l[j] -= offset[j]; else start_l[j] += offset[j]; if( end_l[j] >= 0.0f ) end_l[j] -= offset[j]; else end_l[j] += offset[j]; } } } else { VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); } if( hullcount == 1 ) { PM_RecursiveHullCheck( hull, hull->firstclipnode, 0.0f, 1.0f, start_l, end_l, (pmtrace_t *)trace ); } else { last_hitgroup = 0; for( i = 0; i < hullcount; i++ ) { memset( &trace_hitbox, 0, sizeof( trace_t )); VectorCopy( end, trace_hitbox.endpos ); trace_hitbox.fraction = 1.0; trace_hitbox.allsolid = 1; PM_RecursiveHullCheck( &hull[i], hull[i].firstclipnode, 0.0f, 1.0f, start_l, end_l, (pmtrace_t *)&trace_hitbox ); if( i == 0 || trace_hitbox.allsolid || trace_hitbox.startsolid || trace_hitbox.fraction < trace->fraction ) { if( trace->startsolid ) { *trace = trace_hitbox; trace->startsolid = true; } else *trace = trace_hitbox; last_hitgroup = i; } } trace->hitgroup = Mod_HitgroupForStudioHull( last_hitgroup ); } if( trace->fraction != 1.0f ) { // compute endpos (generic case) VectorLerp( start, trace->fraction, end, trace->endpos ); if( rotated ) { // transform plane VectorCopy( trace->plane.normal, temp ); Matrix4x4_TransformPositivePlane( matrix, temp, trace->plane.dist, trace->plane.normal, &trace->plane.dist ); } else { trace->plane.dist = DotProduct( trace->endpos, trace->plane.normal ); } } if( trace->fraction < 1.0f || trace->startsolid ) trace->ent = ent; } /* ================== SV_CustomClipMoveToEntity A part of physics engine implementation or custom physics implementation ================== */ void SV_CustomClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, trace_t *trace ) { memset( trace, 0, sizeof( trace_t )); VectorCopy( end, trace->endpos ); trace->allsolid = true; trace->fraction = 1.0f; if( svgame.physFuncs.ClipMoveToEntity != NULL ) { // do custom sweep test svgame.physFuncs.ClipMoveToEntity( ent, start, mins, maxs, end, trace ); } else { // function is missed, so we didn't hit anything trace->allsolid = false; } } /* ==================== SV_ClipToEntity generic clip function ==================== */ static qboolean SV_ClipToEntity( edict_t *touch, moveclip_t *clip ) { trace_t trace; if( touch->v.groupinfo != 0 && SV_IsValidEdict( clip->passedict ) && clip->passedict->v.groupinfo != 0 ) { if(( svs.groupop == 0 && ( touch->v.groupinfo & clip->passedict->v.groupinfo ) == 0) || ( svs.groupop == 1 && (touch->v.groupinfo & clip->passedict->v.groupinfo ) != 0 )) return true; } if( touch == clip->passedict || touch->v.solid == SOLID_NOT ) return true; if( touch->v.solid == SOLID_TRIGGER ) Host_Error( "trigger in clipping list\n" ); // custom user filter if( svgame.dllFuncs2.pfnShouldCollide ) { if( !svgame.dllFuncs2.pfnShouldCollide( touch, clip->passedict )) return true; // originally this was 'return' but is completely wrong! } // monsterclip filter (solid custom is a static or dynamic bodies) if( touch->v.solid == SOLID_BSP || touch->v.solid == SOLID_CUSTOM ) { if( FBitSet( touch->v.flags, FL_MONSTERCLIP )) { // func_monsterclip works only with monsters that have same flag! if( !FBitSet( clip->flags, FMOVE_MONSTERCLIP )) return true; } } else { // ignore all monsters but pushables if( clip->type == MOVE_NOMONSTERS && touch->v.movetype != MOVETYPE_PUSHSTEP ) return true; } if( Mod_GetType( touch->v.modelindex ) == mod_brush && clip->flags & FMOVE_IGNORE_GLASS ) { // we ignore brushes with rendermode != kRenderNormal and without FL_WORLDBRUSH set if( touch->v.rendermode != kRenderNormal && !FBitSet( touch->v.flags, FL_WORLDBRUSH )) return true; } if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax )) return true; // aditional check to intersects clients with sphere if( touch->v.solid != SOLID_SLIDEBOX && !SV_CheckSphereIntersection( touch, clip->start, clip->end )) return true; // Xash3D extension if( SV_IsValidEdict( clip->passedict ) && clip->passedict->v.solid == SOLID_TRIGGER ) { // never collide items and player (because call "give" always stuck item in player // and total trace returns fail (old half-life bug) // items touch should be done in SV_TouchLinks not here if( FBitSet( touch->v.flags, FL_CLIENT|FL_FAKECLIENT )) return true; } // g-cont. make sure what size is really zero - check all the components if( SV_IsValidEdict( clip->passedict ) && !VectorIsNull( clip->passedict->v.size ) && VectorIsNull( touch->v.size )) return true; // points never interact // might intersect, so do an exact clip if( clip->trace.allsolid ) return false; if( SV_IsValidEdict( clip->passedict )) { if( touch->v.owner == clip->passedict ) return true; // don't clip against own missiles if( clip->passedict->v.owner == touch ) return true; // don't clip against owner } // make sure we don't hit the world if we're inside the portal if( touch->v.solid == SOLID_PORTAL ) World_PortalCSG( touch, clip->mins, clip->maxs, clip->start, clip->end, &clip->trace ); if( touch->v.solid == SOLID_CUSTOM ) SV_CustomClipMoveToEntity( touch, clip->start, clip->mins, clip->maxs, clip->end, &trace ); else if( touch->v.flags & FL_MONSTER ) SV_ClipMoveToEntity( touch, clip->start, clip->mins2, clip->maxs2, clip->end, &trace ); else SV_ClipMoveToEntity( touch, clip->start, clip->mins, clip->maxs, clip->end, &trace ); clip->trace = World_CombineTraces( &clip->trace, &trace, touch ); return true; } /* ==================== 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; // touch linked edicts for( l = node->solid_edicts.next; l != &node->solid_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); if( !SV_ClipToEntity( touch, clip )) return; // trace.allsoild } // 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_ClipToPortals Mins and maxs enclose the entire area swept by the move ==================== */ static void SV_ClipToPortals( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; // touch linked edicts for( l = node->portal_edicts.next; l != &node->portal_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); if( !SV_ClipToEntity( touch, clip )) return; // trace.allsoild } // recurse down both sides if( node->axis == -1 ) return; if( clip->boxmaxs[node->axis] > node->dist ) SV_ClipToPortals( node->children[0], clip ); if( clip->boxmins[node->axis] < node->dist ) SV_ClipToPortals( node->children[1], clip ); } /* ==================== SV_ClipToWorldBrush Mins and maxs enclose the entire area swept by the move ==================== */ void SV_ClipToWorldBrush( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; trace_t trace; 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_BSP || touch == clip->passedict || !( touch->v.flags & FL_WORLDBRUSH )) continue; if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax )) continue; if( clip->trace.allsolid ) return; SV_ClipMoveToEntity( touch, clip->start, clip->mins, clip->maxs, clip->end, &trace ); 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_ClipToWorldBrush( node->children[0], clip ); if( clip->boxmins[node->axis] < node->dist ) SV_ClipToWorldBrush( 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, qboolean monsterclip ) { moveclip_t clip; vec3_t trace_endpos; float trace_fraction; memset( &clip, 0, sizeof( moveclip_t )); SV_ClipMoveToEntity( EDICT_NUM( 0 ), start, mins, maxs, end, &clip.trace ); if( clip.trace.fraction != 0.0f ) { VectorCopy( clip.trace.endpos, trace_endpos ); trace_fraction = clip.trace.fraction; clip.trace.fraction = 1.0f; clip.start = start; clip.end = trace_endpos; clip.type = (type & 0xFF); clip.flags = (type & 0xFF00); clip.passedict = (e) ? e : EDICT_NUM( 0 ); clip.mins = mins; clip.maxs = maxs; if( monsterclip && !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE )) SetBits( clip.flags, FMOVE_MONSTERCLIP ); if( clip.type == MOVE_MISSILE ) { VectorSet( clip.mins2, -15.0f, -15.0f, -15.0f ); VectorSet( clip.maxs2, 15.0f, 15.0f, 15.0f ); } else { VectorCopy( mins, clip.mins2 ); VectorCopy( maxs, clip.maxs2 ); } World_MoveBounds( start, clip.mins2, clip.maxs2, trace_endpos, clip.boxmins, clip.boxmaxs ); SV_ClipToLinks( sv_areanodes, &clip ); SV_ClipToPortals( sv_areanodes, &clip ); clip.trace.fraction *= trace_fraction; svgame.globals->trace_ent = clip.trace.ent; } SV_CopyTraceToGlobal( &clip.trace ); return clip.trace; } trace_t SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ) { return SV_Move( start, mins, maxs, end, type, e, false ); } /* ================== SV_MoveNoEnts ================== */ trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ) { moveclip_t clip; vec3_t trace_endpos; float trace_fraction; memset( &clip, 0, sizeof( moveclip_t )); SV_ClipMoveToEntity( EDICT_NUM( 0 ), start, mins, maxs, end, &clip.trace ); if( clip.trace.fraction != 0.0f ) { VectorCopy( clip.trace.endpos, trace_endpos ); trace_fraction = clip.trace.fraction; clip.trace.fraction = 1.0f; clip.start = start; clip.end = trace_endpos; clip.type = (type & 0xFF); clip.flags = (type & 0xFF00); clip.passedict = (e) ? e : EDICT_NUM( 0 ); clip.mins = mins; clip.maxs = maxs; VectorCopy( mins, clip.mins2 ); VectorCopy( maxs, clip.maxs2 ); World_MoveBounds( start, clip.mins2, clip.maxs2, trace_endpos, clip.boxmins, clip.boxmaxs ); SV_ClipToWorldBrush( sv_areanodes, &clip ); SV_ClipToPortals( sv_areanodes, &clip ); clip.trace.fraction *= trace_fraction; svgame.globals->trace_ent = clip.trace.ent; } SV_CopyTraceToGlobal( &clip.trace ); return clip.trace; } /* ================== SV_TraceSurface find the face where the traceline hit assume pTextureEntity is valid ================== */ msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end ) { matrix4x4 matrix; model_t *bmodel; hull_t *hull; vec3_t start_l, end_l; vec3_t offset; bmodel = Mod_Handle( ent->v.modelindex ); if( !bmodel || bmodel->type != mod_brush ) return NULL; hull = SV_HullForBsp( ent, vec3_origin, vec3_origin, offset ); VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); // rotate start and end into the models frame of reference if( !VectorIsNull( ent->v.angles )) { Matrix4x4_CreateFromEntity( matrix, ent->v.angles, offset, 1.0f ); Matrix4x4_VectorITransform( matrix, start, start_l ); Matrix4x4_VectorITransform( matrix, end, end_l ); } return PM_RecursiveSurfCheck( bmodel, &bmodel->nodes[hull->firstclipnode], start_l, end_l ); } /* ================== SV_TraceTexture find the face where the traceline hit assume pTextureEntity is valid ================== */ const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end ) { msurface_t *surf = SV_TraceSurface( ent, start, end ); if( !surf || !surf->texinfo || !surf->texinfo->texture ) return NULL; return surf->texinfo->texture->name; } /* ================== 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, false ); VectorCopy( trace.endpos, tossent->v.origin ); if( trace.fraction < 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; } /* =============================================================================== LIGHTING INFO =============================================================================== */ static vec3_t sv_pointColor; /* ================= SV_RecursiveLightPoint ================= */ static qboolean SV_RecursiveLightPoint( model_t *model, mnode_t *node, const vec3_t start, const vec3_t end ) { float front, back, scale, frac; int i, map, side, size; float ds, dt, s, t; int sample_size; msurface_t *surf; mtexinfo_t *tex; mextrasurf_t *info; color24 *lm; vec3_t mid; // didn't hit anything if( !node || node->contents < 0 ) return false; // calculate mid point front = PlaneDiff( start, node->plane ); back = PlaneDiff( end, node->plane ); side = front < 0.0f; if(( back < 0.0f ) == side ) return SV_RecursiveLightPoint( model, node->children[side], start, end ); frac = front / ( front - back ); VectorLerp( start, frac, end, mid ); // co down front side if( SV_RecursiveLightPoint( model, node->children[side], start, mid )) return true; // hit something if(( back < 0.0f ) == side ) return false;// didn't hit anything // check for impact on this node surf = model->surfaces + node->firstsurface; for( i = 0; i < node->numsurfaces; i++, surf++ ) { int smax, tmax; tex = surf->texinfo; info = surf->info; if( FBitSet( surf->flags, SURF_DRAWTILED )) continue; // no lightmaps s = DotProduct( mid, info->lmvecs[0] ) + info->lmvecs[0][3]; t = DotProduct( mid, info->lmvecs[1] ) + info->lmvecs[1][3]; if( s < info->lightmapmins[0] || t < info->lightmapmins[1] ) continue; ds = s - info->lightmapmins[0]; dt = t - info->lightmapmins[1]; if ( ds > info->lightextents[0] || dt > info->lightextents[1] ) continue; if( !surf->samples ) return true; sample_size = Mod_SampleSizeForFace( surf ); smax = (info->lightextents[0] / sample_size) + 1; tmax = (info->lightextents[1] / sample_size) + 1; ds /= sample_size; dt /= sample_size; VectorClear( sv_pointColor ); lm = surf->samples + Q_rint( dt ) * smax + Q_rint( ds ); size = smax * tmax; for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ ) { scale = sv.lightstyles[surf->styles[map]].value; sv_pointColor[0] += lm->r * scale; sv_pointColor[1] += lm->g * scale; sv_pointColor[2] += lm->b * scale; lm += size; // skip to next lightmap } return true; } // go down back side return SV_RecursiveLightPoint( model, node->children[!side], mid, end ); } void SV_RunLightStyles( void ) { int i, ofs; lightstyle_t *ls; float scale; scale = sv_lighting_modulate->value; // run lightstyles animation for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ ) { ls->time += sv.frametime; ofs = (ls->time * 10); if( ls->length == 0 ) ls->value = scale; // disable this light else if( ls->length == 1 ) ls->value = ( ls->map[0] / 12.0f ) * scale; else ls->value = ( ls->map[ofs % ls->length] / 12.0f ) * scale; } } /* ================== SV_SetLightStyle needs to get correct working SV_LightPoint ================== */ void SV_SetLightStyle( int style, const char* s, float f ) { int j, k; Q_strncpy( sv.lightstyles[style].pattern, s, sizeof( sv.lightstyles[0].pattern )); sv.lightstyles[style].time = f; j = Q_strlen( s ); sv.lightstyles[style].length = j; for( k = 0; k < j; k++ ) sv.lightstyles[style].map[k] = (float)(s[k] - 'a'); if( sv.state != ss_active ) return; // tell the clients about changed lightstyle MSG_BeginServerCmd( &sv.reliable_datagram, svc_lightstyle ); MSG_WriteByte( &sv.reliable_datagram, style ); MSG_WriteString( &sv.reliable_datagram, sv.lightstyles[style].pattern ); MSG_WriteFloat( &sv.reliable_datagram, sv.lightstyles[style].time ); } /* ================== SV_GetLightStyle needs to get correct working SV_LightPoint ================== */ const char *SV_GetLightStyle( int style ) { if( style < 0 ) style = 0; if( style >= MAX_LIGHTSTYLES ) Host_Error( "SV_GetLightStyle: style: %i >= %d", style, MAX_LIGHTSTYLES ); return sv.lightstyles[style].pattern; } /* ================== SV_LightForEntity grab the ambient lighting color for current point ================== */ int SV_LightForEntity( edict_t *pEdict ) { vec3_t start, end; if( !pEdict ) return 0; if( pEdict->v.effects & EF_FULLBRIGHT || !sv.worldmodel->lightdata ) { return 255; } if( pEdict->v.flags & FL_CLIENT ) { // player has more precision light level // that come from client-side return pEdict->v.light_level; } VectorCopy( pEdict->v.origin, start ); VectorCopy( pEdict->v.origin, end ); if( pEdict->v.effects & EF_INVLIGHT ) end[2] = start[2] + world.size[2]; else end[2] = start[2] - world.size[2]; VectorSet( sv_pointColor, 1.0f, 1.0f, 1.0f ); SV_RecursiveLightPoint( sv.worldmodel, sv.worldmodel->nodes, start, end ); return VectorAvg( sv_pointColor ); }