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Xash3DArchive/engine/common/com_world.c

223 lines
4.7 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// com_world.c - common worldtrace routines
//=======================================================================
#include "common.h"
#include "com_world.h"
#include "pm_defs.h"
#include "mathlib.h"
const char *ed_name[] =
{
"unknown",
"world",
"static",
"ambient",
"normal",
"brush",
"player",
"monster",
"tempent",
"beam",
"mover",
"viewmodel",
"physbody",
"trigger",
"portal",
"skyportal",
"error",
};
/*
===============================================================================
ENTITY LINKING
===============================================================================
*/
/*
===============
ClearLink
ClearLink is used for new headnodes
===============
*/
void ClearLink( link_t *l )
{
l->entnum = 0;
l->prev = l->next = l;
}
/*
===============
RemoveLink
remove link from chain
===============
*/
void RemoveLink( link_t *l )
{
l->next->prev = l->prev;
l->prev->next = l->next;
}
/*
===============
InsertLinkBefore
kept trigger and solid entities seperate
===============
*/
void InsertLinkBefore( link_t *l, link_t *before, int entnum )
{
l->next = before;
l->prev = before->prev;
l->prev->next = l;
l->next->prev = l;
l->entnum = entnum;
}
int World_ConvertContents( int basecontents )
{
#if 0
if( basecontents & ( BASECONT_SOLID|BASECONT_BODY ))
return CONTENTS_SOLID;
if( basecontents & BASECONT_SKY )
return CONTENTS_SKY;
if( basecontents & BASECONT_LAVA )
return CONTENTS_LAVA;
if( basecontents & BASECONT_SLIME )
return CONTENTS_SLIME;
if( basecontents & BASECONT_WATER )
return CONTENTS_WATER;
return CONTENTS_EMPTY;
#else
if( basecontents & BASECONT_SKY )
return CONTENTS_SKY;
if( basecontents & BASECONT_LAVA )
return CONTENTS_LAVA;
if( basecontents & BASECONT_SLIME )
return CONTENTS_SLIME;
if( basecontents & BASECONT_WATER )
return CONTENTS_WATER;
if( basecontents & (BASECONT_SOLID|BASECONT_BODY|BASECONT_CLIP))
return CONTENTS_SOLID;
return CONTENTS_EMPTY;
#endif
}
uint World_MaskForEdict( const edict_t *e )
{
if( e )
{
if( e->v.flags & FL_MONSTER )
{
if( e->v.health > 0.0f )
return MASK_MONSTERSOLID;
return MASK_DEADSOLID;
}
else if( e->v.flags & ( FL_CLIENT|FL_FAKECLIENT ))
{
if( e->v.health > 0.0f )
return MASK_PLAYERSOLID;
return MASK_DEADSOLID;
}
else if( e->v.solid == SOLID_TRIGGER )
{
return (BASECONT_SOLID|BASECONT_BODY);
}
return MASK_SOLID;
}
return MASK_SOLID;
}
uint World_ContentsForEdict( const edict_t *e )
{
if( e )
{
if( e->v.flags & (FL_MONSTER|FL_CLIENT|FL_FAKECLIENT))
{
if( e->v.health > 0.0f )
return BASECONT_BODY;
return BASECONT_CORPSE;
}
else if( e->v.solid == SOLID_TRIGGER )
{
return BASECONT_TRIGGER;
}
else if( e->v.solid == SOLID_BSP )
{
if( CM_GetModelType( e->v.modelindex ) == mod_brush )
{
switch( e->v.skin )
{
case CONTENTS_WATER: return BASECONT_WATER;
case CONTENTS_SLIME: return BASECONT_SLIME;
case CONTENTS_LAVA: return BASECONT_LAVA;
case CONTENTS_CLIP: return BASECONT_PLAYERCLIP;
case CONTENTS_GRAVITY_FLYFIELD:
case CONTENTS_FLYFIELD:
case CONTENTS_FOG: return BASECONT_FOG;
default: return BASECONT_SOLID;
}
}
return BASECONT_SOLID; // world
}
else if( e->v.solid == SOLID_NOT )
{
return BASECONT_NONE;
}
return BASECONT_BODY;
}
return BASECONT_NONE;
}
/*
================
World_HullForEntity
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.
================
*/
model_t World_HullForEntity( const edict_t *ent )
{
if( ent->v.solid == SOLID_BSP )
{
// explicit hulls in the BSP model
return ent->v.modelindex;
}
if( ent->v.flags & (FL_MONSTER|FL_CLIENT|FL_FAKECLIENT))
{
// create a temp capsule from bounding box sizes
return CM_TempModel( ent->v.mins, ent->v.maxs, true );
}
// create a temp tree from bounding box sizes
return CM_TempModel( ent->v.mins, ent->v.maxs, false );
}
/*
==================
World_MoveBounds
==================
*/
void World_MoveBounds( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, vec3_t boxmins, vec3_t boxmaxs )
{
int i;
for( i = 0; i < 3; i++ )
{
if( end[i] > start[i] )
{
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
}
else
{
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
}