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Xash3DArchive/engine/server/sv_world.c
2022-06-27 01:15:11 +03:00

1532 lines
38 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// sv_world.c - world query functions
//=======================================================================
#include "common.h"
#include "server.h"
#include "const.h"
#include "pm_local.h"
#include "matrix_lib.h"
// more precision but doesn't matched with HL gameplay
// g-cont. this is pretty generic solution for maps with different hull sizes
// but in HL this got 'wrong' sizes for pushables :(
//#define HULL_AUTOSELECT
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;
trace_t trace;
edict_t *passedict;
int type; // move type
int flags; // trace flags
int hull; // -1 to let entity select hull
} moveclip_t;
static int sv_lastofs; // lightstyles code use this
/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static dclipnode_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;
}
}
/*
===================
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, int hullNumber, vec3_t mins, vec3_t maxs, vec3_t offset )
{
hull_t *hull;
model_t *model;
vec3_t hullmins, hullmaxs;
vec3_t size;
// decide which clipping hull to use, based on the size
if( ent->v.solid == SOLID_BSP || ent->v.skin == CONTENTS_LADDER )
{
// explicit hulls in the BSP model
if( ent->v.movetype != MOVETYPE_PUSH )
Host_Error( "SOLID_BSP without MOVETYPE_PUSH\n" );
model = CM_ClipHandleToModel( ent->v.modelindex );
if( !model || model->type != mod_brush )
Host_Error( "MOVETYPE_PUSH with a non bsp model\n" );
VectorSubtract( maxs, mins, size );
if( hullNumber == -1 )
{
#ifdef HULL_AUTOSELECT
float curdiff;
float lastdiff = 999;
int i;
hullNumber = 0; // assume we fail
// select the hull automatically
for( i = 0; i < 4; i++ )
{
curdiff = floor( VectorAvg( size )) - floor( VectorAvg( world.hull_sizes[i] ));
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 );
#else
if( size[0] <= 8.0f )
{
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 );
}
#endif
}
VectorAdd( offset, ent->v.origin, offset );
}
else
{
// hullNumber is force to use hull from brushmodel (even if solid == SOLID_NOT)
if( hullNumber != -1 && Mod_GetType( ent->v.modelindex ) == mod_brush )
{
model = CM_ClipHandleToModel( ent->v.modelindex );
if( !model ) Host_Error( "SV_HullForEntity: using custom hull on bad bsp model\n" );
// TraceHull stuff
hull = &model->hulls[hullNumber];
// calculate an offset value to center the origin
VectorSubtract( hull->clip_mins, mins, offset );
VectorAdd( offset, ent->v.origin, 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_HullForBsp
forcing to select BSP hull
==================
*/
hull_t *SV_HullForBsp( edict_t *ent, const vec3_t mins, const vec3_t maxs, float *offset )
{
hull_t *hull;
model_t *model;
vec3_t size;
float curdiff = 0, lastdiff = 999;
int i = 0, hullNumber = 0;
// decide which clipping hull to use, based on the size
model = CM_ClipHandleToModel( ent->v.modelindex );
if( !model || model->type != mod_brush )
Host_Error( "Entity %i SOLID_BSP with a non bsp model %i\n", ent->serialnumber, model->type );
VectorSubtract( maxs, mins, size );
#ifdef HULL_AUTOSELECT // more precision but doesn't matched with HL gameplay
// select the hull automatically
for( i = 0; i < 4; i++ )
{
curdiff = floor( VectorAvg( size )) - floor( VectorAvg( world.hull_sizes[i] ));
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 );
#else
if( size[0] <= 8.0f )
{
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 );
}
#endif
VectorAdd( offset, ent->v.origin, offset );
return hull;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
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 )
{
int i;
SV_InitBoxHull(); // for box testing
SV_InitStudioHull(); // for hitbox testing
// clear lightstyles
for( i = 0; i < MAX_LIGHTSTYLES; i++ )
sv.lightstyles[i].value = 256.0f;
sv_lastofs = -1;
Mem_Set( sv_areanodes, 0, sizeof( sv_areanodes ));
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;
// 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 || touch->v.solid != SOLID_TRIGGER ) // disabled ?
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 )
{
// force to select bsp-hull
hull = SV_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( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
continue;
}
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_CheckForOutside
Remove entity out of the level
===============
*/
void SV_CheckForOutside( edict_t *ent )
{
const float *org;
// not solid edicts can be fly through walls
if( ent->v.solid == SOLID_NOT ) return;
// other ents probably may travels across the void
if( ent->v.movetype != MOVETYPE_NONE ) return;
// clients can flying outside
if( ent->v.flags & FL_CLIENT ) return;
// sprites and brushes can be stucks in the walls normally
if( Mod_GetType( ent->v.modelindex ) != mod_studio )
return;
org = ent->v.origin;
if( SV_PointContents( org ) != CONTENTS_SOLID )
return;
MsgDev( D_ERROR, "%s outside of the world at %g %g %g\n", SV_ClassName( ent ), org[0], org[1], org[2] );
ent->v.flags |= FL_KILLME;
}
/*
===============
SV_FindTouchedLeafs
===============
*/
void SV_FindTouchedLeafs( edict_t *ent, mnode_t *node )
{
mplane_t *splitplane;
int sides, leafnum;
mleaf_t *leaf;
if( node->contents == CONTENTS_SOLID )
return;
// add an efrag if the node is a leaf
if( node->contents < 0 )
{
// get headnode
if( ent->headnode == -1 )
ent->headnode = node - sv.worldmodel->nodes;
if( ent->num_leafs >= MAX_ENT_LEAFS )
{
// continue counting leafs,
// so we know how many it's overrun
ent->num_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( ent->v.absmin, ent->v.absmax, splitplane );
if( sides == 3 )
{
// get headnode
if( ent->headnode == -1 )
ent->headnode = node - sv.worldmodel->nodes;
}
// recurse down the contacted sides
if( sides & 1 ) SV_FindTouchedLeafs( ent, node->children[0] );
if( sides & 2 ) SV_FindTouchedLeafs( ent, node->children[1] );
}
/*
=============
SV_HeadnodeVisible
=============
*/
qboolean SV_HeadnodeVisible( mnode_t *node, byte *visbits )
{
mleaf_t *leaf;
int leafnum;
if( node->contents < 0 )
{
if( node->contents != CONTENTS_SOLID )
{
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
if( visbits[leafnum >> 3] & (1<<( leafnum & 7 )))
return true;
}
return false;
}
if( SV_HeadnodeVisible( node->children[0], visbits ))
return true;
return SV_HeadnodeVisible( node->children[1], visbits );
}
/*
===============
SV_LinkEdict
===============
*/
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 == 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 );
// link to PVS leafs
ent->num_leafs = 0;
if( ent->v.modelindex )
{
ent->headnode = -1;
SV_FindTouchedLeafs( ent, sv.worldmodel->nodes );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if( !ent->num_leafs )
{
SV_CheckForOutside( ent );
ent->headnode = -1;
return;
}
if( ent->num_leafs > MAX_ENT_LEAFS )
ent->num_leafs = 0; // so we use headnode instead
else ent->headnode = -1; // use normal leafs check
}
// 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( &ent->area, &node->trigger_edicts );
else if( ent->v.solid == SOLID_NOT && ent->v.skin != CONTENTS_NONE )
InsertLinkBefore( &ent->area, &node->water_edicts );
else InsertLinkBefore( &ent->area, &node->solid_edicts );
if( touch_triggers ) SV_TouchLinks( ent, sv_areanodes );
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
/*
====================
SV_WaterLinks
====================
*/
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;
// get water edicts
for( l = node->water_edicts.next; l != &node->water_edicts; l = next )
{
next = l->next;
touch = EDICT_FROM_AREA( l );
if( touch->v.solid != SOLID_NOT ) // disabled ?
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;
// check water brushes accuracy
hull = SV_HullForBsp( touch, vec3_origin, vec3_origin, test );
// offset the test point appropriately for this hull.
VectorSubtract( origin, test, 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 )
{
trace_t trace;
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] );
else SV_SetMinMaxSize( ent, svgame.pmove->player_mins[0], svgame.pmove->player_maxs[0] );
}
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent );
return trace.startsolid;
}
/*
============
SV_TestPlayerPosition
same as SV_TestEntityPosition but check only players
============
*/
qboolean SV_TestPlayerPosition( edict_t *ent )
{
if( ent->v.flags & (FL_CLIENT|FL_FAKECLIENT))
return SV_TestEntityPosition( ent );
return false;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_RecursiveHullCheck
==================
*/
qboolean SV_RecursiveHullCheck( hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace )
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac, midf;
int side;
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
}
if( num < hull->firstclipnode || num > hull->lastclipnode )
Host_Error( "SV_RecursiveHullCheck: bad node number %i\n", num );
// 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 );
// put the crosspoint DIST_EPSILON pixels on the near side
if( t1 < 0 ) frac = ( t1 + DIST_EPSILON ) / ( t1 - t2 );
else frac = ( t1 - DIST_EPSILON ) / ( t1 - t2 );
if( frac < 0.0f ) frac = 0.0f;
if( frac > 1.0f ) frac = 1.0f;
midf = p1f + ( p2f - p1f ) * frac;
VectorLerp( p1, frac, p2, mid );
side = (t1 < 0);
// move up to the node
if( !SV_RecursiveHullCheck( hull, node->children[side], p1f, midf, p1, mid, trace ))
return false;
if( PM_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
{
VectorNegate( plane->normal, trace->plane.normal );
trace->plane.dist = -plane->dist;
}
while( PM_HullPointContents( hull, hull->firstclipnode, mid ) == CONTENTS_SOLID )
{
// shouldn't really happen, but does occasionally
frac -= 0.1f;
if( frac < 0.0f )
{
trace->fraction = midf;
VectorCopy( mid, trace->endpos );
MsgDev( D_WARN, "trace backed up 0.0\n" );
return false;
}
midf = p1f + (p2f - p1f) * frac;
VectorLerp( p1, frac, p2, mid );
}
trace->fraction = midf;
VectorCopy( mid, trace->endpos );
return false;
}
/*
==================
SV_TraceHull
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end )
{
trace_t trace;
matrix4x4 matrix;
vec3_t offset, temp;
vec3_t start_l, end_l;
hull_t *hull;
// fill in a default trace
Mem_Set( &trace, 0, sizeof( trace_t ));
VectorCopy( end, trace.endpos );
trace.fraction = 1.0f;
trace.allsolid = true;
trace.hitgroup = -1;
// get the clipping hull
hull = SV_HullForEntity( ent, hullNum, mins, maxs, offset );
VectorSubtract( start, offset, start_l );
VectorSubtract( end, offset, end_l );
// rotate start and end into the models frame of reference
if( ent->v.solid == SOLID_BSP && !VectorIsNull( ent->v.angles ))
{
matrix4x4 imatrix;
const float *org, *ang;
org = offset;
ang = ent->v.angles;
Matrix4x4_CreateFromEntity( matrix, org[0], org[1], org[2], ang[0], ang[1], ang[2], 1.0f );
Matrix4x4_Invert_Simple( imatrix, matrix );
Matrix4x4_VectorTransform( imatrix, start, start_l );
Matrix4x4_VectorTransform( imatrix, end, end_l );
#if 0
// calc hull offsets (monsters use this)
VectorCopy( start_l, temp );
VectorMAMAM( 1, temp, 1, mins, -1, hull->clip_mins, start_l );
VectorCopy( end_l, temp );
VectorMAMAM( 1, temp, 1, mins, -1, hull->clip_mins, end_l );
#endif
}
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck( hull, hull->firstclipnode, 0.0f, 1.0f, start_l, end_l, &trace );
// rotate endpos back to world frame of reference
if( ent->v.solid == SOLID_BSP && !VectorIsNull( ent->v.angles ))
{
if( trace.fraction != 1.0f )
{
// compute endpos
VectorLerp( start, trace.fraction, end, trace.endpos );
VectorCopy( trace.plane.normal, temp );
Matrix4x4_TransformPositivePlane( matrix, temp, trace.plane.dist,
trace.plane.normal, &trace.plane.dist );
}
}
else
{
// special case for non-rotated bmodels
// fix trace up by the offset
if( trace.fraction != 1.0f )
VectorAdd( trace.endpos, offset, trace.endpos );
trace.plane.dist = DotProduct( trace.endpos, trace.plane.normal );
}
// did we clip the move?
if( trace.fraction < 1.0f || trace.startsolid )
trace.ent = ent;
return trace;
}
/*
==================
SV_RecursiveSurfCheck
==================
*/
msurface_t *SV_RecursiveSurfCheck( model_t *model, mnode_t *node, vec3_t p1, vec3_t p2 )
{
float t1, t2, frac;
int side, ds, dt;
mplane_t *plane;
msurface_t *surf;
vec3_t mid;
int i;
if( node->contents < 0 )
return NULL;
plane = node->plane;
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_RecursiveSurfCheck( model, node->children[0], p1, p2 );
if( t1 < 0 && t2 < 0 )
return SV_RecursiveSurfCheck( model, node->children[1], p1, p2 );
frac = t1 / ( t1 - t2 );
if( frac < 0.0f ) frac = 0.0f;
if( frac > 1.0f ) frac = 1.0f;
VectorLerp( p1, frac, p2, mid );
side = (t1 < 0);
// now this is weird.
surf = SV_RecursiveSurfCheck( model, node->children[side], p1, mid );
if( surf != NULL || ( t1 >= 0 && t2 >= 0 ) || ( t1 < 0 && t2 < 0 ))
{
return surf;
}
surf = model->surfaces + node->firstsurface;
for( i = 0; i < node->numsurfaces; i++, surf++ )
{
ds = (int)((float)DotProduct( mid, surf->texinfo->vecs[0] ) + surf->texinfo->vecs[0][3] );
dt = (int)((float)DotProduct( mid, surf->texinfo->vecs[1] ) + surf->texinfo->vecs[1][3] );
if( ds >= surf->texturemins[0] && dt >= surf->texturemins[1] )
{
int s = ds - surf->texturemins[0];
int t = dt - surf->texturemins[1];
if( s <= surf->extents[0] && t <= surf->extents[1] )
return surf;
}
}
return SV_RecursiveSurfCheck( model, node->children[side^1], mid, p2 );
}
/*
==================
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;
matrix4x4 matrix;
model_t *bmodel;
hull_t *hull;
vec3_t start_l, end_l;
vec3_t temp, offset;
bmodel = CM_ClipHandleToModel( 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 imatrix;
float *org = ent->v.origin;
float *ang = ent->v.angles;
Matrix4x4_CreateFromEntity( matrix, org[0], org[1], org[2], ang[PITCH], ang[YAW], ang[ROLL], 1.0f );
Matrix4x4_Invert_Simple( imatrix, matrix );
Matrix4x4_VectorTransform( imatrix, start, start_l );
Matrix4x4_VectorTransform( imatrix, end, end_l );
#if 1
// calc hull offsets (monsters use this)
VectorCopy( start_l, temp );
VectorMAMAM( 1, temp, 1, vec3_origin, -1, hull->clip_mins, start_l );
VectorCopy( end_l, temp );
VectorMAMAM( 1, temp, 1, vec3_origin, -1, hull->clip_mins, end_l );
#endif
}
surf = SV_RecursiveSurfCheck( bmodel, &bmodel->nodes[hull->firstclipnode], start_l, end_l );
if( !surf || !surf->texinfo || !surf->texinfo->texture )
return NULL;
return surf->texinfo->texture->name;
}
/*
====================
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;
qboolean traceHitbox;
float *mins, *maxs;
int modType;
// 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 == clip->passedict || touch->v.solid == SOLID_NOT )
continue;
modType = Mod_GetType( touch->v.modelindex );
if( touch->v.solid == SOLID_TRIGGER )
Host_Error( "trigger in clipping list\n" );
// completely ignore all edicts but brushes
if( clip->type == MOVE_NOMONSTERS && modType != mod_brush )
continue;
if( clip->type == MOVE_WORLDONLY )
{
// accept only real bsp models with FL_WORLDBRUSH set
if( modType == 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 && 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( touch->v.flags & ( FL_CLIENT|FL_FAKECLIENT|FL_MONSTER ))
continue;
}
if( clip->passedict && !VectorIsNull( clip->passedict->v.size ) && VectorIsNull( touch->v.size ))
continue; // points never interact
// monsterclip filter
if( modType == mod_brush && ( touch->v.flags & FL_MONSTERCLIP ))
{
if( clip->passedict && clip->passedict->v.flags & FL_MONSTERCLIP );
else continue;
}
if( clip->flags & FMOVE_IGNORE_GLASS && modType == mod_brush )
{
// we ignore brushes with rendermode != kRenderNormal and without FL_WORLDBRUSH set
if( touch->v.flags & FL_WORLDBRUSH );
else if( touch->v.rendermode != kRenderNormal )
continue;
}
// might intersect, so do an exact clip
if( clip->trace.allsolid ) return;
traceHitbox = false;
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( clip->passedict->v.solid == SOLID_BBOX && touch->v.solid != SOLID_BSP )
{
if( Mod_GetType( clip->passedict->v.modelindex ) == mod_studio )
traceHitbox = true;
}
}
// select a properly trace method
if( modType == mod_studio && !( clip->flags & FMOVE_SIMPLEBOX ))
{
// always do hitbox trace for bbox solidity
if( touch->v.solid == SOLID_BBOX )
traceHitbox = true;
// do tracing hitbox only for pointtrace (bullets)
if( touch->v.solid == SOLID_SLIDEBOX && VectorCompare( clip->mins2, clip->maxs2 ))
traceHitbox = true;
}
if( touch->v.flags & FL_MONSTER )
{
mins = clip->mins2;
maxs = clip->maxs2;
}
else
{
mins = clip->mins;
maxs = clip->maxs;
}
// can't trace dead bodies as hull, only traceline (for damage)
if( touch->v.deadflag == DEAD_DEAD && !VectorCompare( mins, maxs ))
continue;
if( traceHitbox )
trace = SV_TraceHitbox( touch, clip->start, mins, maxs, clip->end );
else trace = SV_TraceHull( touch, clip->hull, clip->start, mins, maxs, clip->end );
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.hull = -1;
// clip to world
clip.trace = SV_TraceHull( EDICT_NUM( 0 ), clip.hull, start, mins, maxs, end );
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_Move
==================
*/
trace_t SV_MoveHull( const vec3_t start, int hullNumber, 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.type = (type & 0xFF);
clip.flags = (type & 0xFF00);
clip.passedict = e;
clip.hull = hullNumber = bound( 0, hullNumber, 3 );
clip.mins = sv.worldmodel->hulls[clip.hull].clip_mins;
clip.maxs = sv.worldmodel->hulls[clip.hull].clip_maxs;
clip.flags |= FMOVE_SIMPLEBOX; // completely ignore hitboxes, trace hulls only
// clip to world
clip.trace = SV_TraceHull( EDICT_NUM( 0 ), clip.hull, start, clip.mins, clip.maxs, end );
if( type == MOVE_MISSILE )
{
for( i = 0; i < 3; i++ )
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy( clip.mins, clip.mins2 );
VectorCopy( clip.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.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 )
{
int side;
mplane_t *plane;
msurface_t *surf;
mtexinfo_t *tex;
float front, back, scale, frac;
int i, map, size, s, t;
color24 *lm;
vec3_t mid;
// didn't hit anything
if( node->contents < 0 )
return false;
// calculate mid point
plane = node->plane;
if( plane->type < 3 )
{
front = start[plane->type] - plane->dist;
back = end[plane->type] - plane->dist;
}
else
{
front = DotProduct( start, plane->normal ) - plane->dist;
back = DotProduct( end, plane->normal ) - plane->dist;
}
side = front < 0;
if(( back < 0 ) == 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 ) == 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++ )
{
tex = surf->texinfo;
if( surf->flags & SURF_DRAWTILED )
continue; // no lightmaps
s = DotProduct( mid, tex->vecs[0] ) + tex->vecs[0][3] - surf->texturemins[0];
t = DotProduct( mid, tex->vecs[1] ) + tex->vecs[1][3] - surf->texturemins[1];
if(( s < 0 || s > surf->extents[0] ) || ( t < 0 || t > surf->extents[1] ))
continue;
s >>= 4;
t >>= 4;
if( !surf->samples )
return true;
VectorClear( sv_pointColor );
lm = surf->samples + (t * ((surf->extents[0] >> 4) + 1) + s);
size = ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) + 1);
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;
// run lightstyles animation
ofs = (sv.time * 10);
if( ofs == sv_lastofs ) return;
sv_lastofs = ofs;
for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
{
if( ls->length == 0 ) ls->value = 256.0f * sv_lighting_modulate->value; // disable this light
else if( ls->length == 1 ) ls->value = ls->map[0] * 22.0f * sv_lighting_modulate->value;
else ls->value = ls->map[ofs%ls->length] * 22.0f * sv_lighting_modulate->value;
}
}
/*
==================
SV_AddLightStyle
needs to get correct working SV_LightPoint
==================
*/
void SV_SetLightStyle( int style, const char* s )
{
int j, k;
ASSERT( s );
ASSERT( style >= 0 && style < MAX_LIGHTSTYLES );
com.strncpy( sv.lightstyles[style].pattern, s, sizeof( sv.lightstyles[0].pattern ));
j = com.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
BF_WriteByte( &sv.reliable_datagram, svc_lightstyle );
BF_WriteByte( &sv.reliable_datagram, style );
BF_WriteString( &sv.reliable_datagram, 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 )
{
// client has more precision light level
// that come from client
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] + 8192;
else end[2] = start[2] - 8192;
VectorSet( sv_pointColor, 1.0f, 1.0f, 1.0f );
SV_RecursiveLightPoint( sv.worldmodel, sv.worldmodel->nodes, start, end );
return VectorAvg( sv_pointColor );
}