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Xash3DArchive/engine/server/sv_world.c

1636 lines
42 KiB
C

/*
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;
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;
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_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
hull_t *hull;
// 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 );
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;
// 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 SOLID_BSP with a non bsp model %i\n", NUM_FOR_EDICT( ent ), model->type );
VectorSubtract( maxs, mins, size );
#ifdef RANDOM_HULL_NULLIZATION
// author: The FiEctro
hull = &model->hulls[Com_RandomLong( 0, 0 )];
#endif
if( sv_quakehulls->integer == 1 )
{
// Using quake-style hull select for my Quake remake
if( size[0] < 3.0f || model->flags & MODEL_LIQUID )
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( sv_quakehulls->integer == 2 )
{
// undocumented feature: auto hull select
hull = SV_HullAutoSelect( model, mins, maxs, size, offset );
}
else
{
if( size[0] <= 8.0f || model->flags & MODEL_LIQUID )
{
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 )
{
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 )
{
int isPointTrace;
float scale = 0.5f;
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 );
isPointTrace = false;
if( VectorIsNull( size ) && !( svgame.globals->trace_flags & FTRACE_SIMPLEBOX ))
{
isPointTrace = true;
if( ent->v.flags & FL_CLIENT )
{
if( sv_clienttrace->value == 0.0f )
{
// so no way to trace studiomodels by hitboxes
// use bbox instead
isPointTrace = false;
}
else
{
scale = sv_clienttrace->value * 0.5f;
VectorSet( size, 1.0f, 1.0f, 1.0f );
}
}
}
if( mod->flags & STUDIO_TRACE_HITBOX || isPointTrace )
{
VectorScale( size, scale, size );
VectorClear( offset );
if( ent->v.flags & FL_CLIENT )
{
studiohdr_t *pstudio;
mstudioseqdesc_t *pseqdesc;
byte controller[4];
byte blending[2];
vec3_t angles;
int iBlend;
pstudio = Mod_Extradata( 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] = controller[2] = controller[3] = 0x7F;
blending[0] = (byte)iBlend;
blending[1] = 0;
return Mod_HullForStudio( mod, ent->v.frame, ent->v.sequence, angles, ent->v.origin, size, controller, blending, numhitboxes, ent );
}
return Mod_HullForStudio( mod, ent->v.frame, ent->v.sequence, ent->v.angles, ent->v.origin, size, ent->v.controller, ent->v.blending, numhitboxes, ent );
}
*numhitboxes = 1;
return SV_HullForEntity( ent, mins, maxs, offset );
}
/*
===============================================================================
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
// clear lightstyles
for( i = 0; i < MAX_LIGHTSTYLES; i++ )
sv.lightstyles[i].value = 256.0f;
sv_lastofs = -1;
Q_memset( 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, 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 )
{
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 )
{
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;
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 && *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_HeadnodeVisible
=============
*/
qboolean SV_HeadnodeVisible( mnode_t *node, byte *visbits, int *lastleaf )
{
int leafnum;
if( !node || node->contents == CONTENTS_SOLID )
return false;
if( node->contents < 0 )
{
leafnum = ((mleaf_t *)node - sv.worldmodel->leafs) - 1;
if(!( visbits[leafnum >> 3] & (1<<( leafnum & 7 ))))
return false;
if( lastleaf )
*lastleaf = leafnum;
return true;
}
if( SV_HeadnodeVisible( node->children[0], visbits, lastleaf ))
return true;
return SV_HeadnodeVisible( node->children[1], visbits, lastleaf );
}
/*
===============
SV_LinkEdict
===============
*/
void SV_LinkEdict( edict_t *ent, qboolean touch_triggers )
{
areanode_t *node;
static int iTouchLinkSemaphore = 0; // prevent recursion when SV_TouchLinks is active
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 ))
{
ent->headnode = ent->v.aiment->headnode;
ent->num_leafs = ent->v.aiment->num_leafs;
Q_memcpy( ent->leafnums, ent->v.aiment->leafnums, sizeof( ent->leafnums ));
}
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 )
{
Q_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_NOT && ent->v.skin < CONTENTS_EMPTY )
InsertLinkBefore( &ent->area, &node->water_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->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;
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;
#if 1
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] );
}
#endif
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL|FMOVE_SIMPLEBOX, ent );
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_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 )
Sys_Error( "SV_RecursiveHullCheck: bad node number\n" );
// 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 past 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_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;
ASSERT( trace );
Q_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 && !VectorIsNull( ent->v.angles ))
rotated = true;
else rotated = false;
if( host.features & ENGINE_TRANSFORM_TRACE_AABB )
{
// 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 )
{
SV_RecursiveHullCheck( hull, hull->firstclipnode, 0.0f, 1.0f, start_l, end_l, trace );
}
else
{
last_hitgroup = 0;
for( i = 0; i < hullcount; i++ )
{
Q_memset( &trace_hitbox, 0, sizeof( trace_t ));
VectorCopy( end, trace_hitbox.endpos );
trace_hitbox.fraction = 1.0;
trace_hitbox.allsolid = 1;
SV_RecursiveHullCheck( &hull[i], hull[i].firstclipnode, 0.0f, 1.0f, start_l, end_l, &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 )
{
Q_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_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.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 ))
continue;
}
if( touch == clip->passedict || touch->v.solid == SOLID_NOT )
continue;
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 ))
continue; // 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( touch->v.flags & FL_MONSTERCLIP )
{
// func_monsterclip works only with monsters that have same flag!
if( !SV_IsValidEdict( clip->passedict ) || !( clip->passedict->v.flags & FL_MONSTERCLIP ))
continue;
}
}
else
{
// ignore all monsters but pushables
if( clip->type == MOVE_NOMONSTERS && touch->v.movetype != MOVETYPE_PUSHSTEP )
continue;
}
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 && !( touch->v.flags & FL_WORLDBRUSH ))
continue;
}
if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax ))
continue;
// 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( touch->v.flags & ( FL_CLIENT|FL_FAKECLIENT ))
continue;
}
#if 0
// can't trace dead bodies as hull, only traceline (for damage)
if( touch->v.deadflag == DEAD_DEAD && !VectorCompare( clip->mins, clip->maxs ))
continue;
#endif
// 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 ))
continue; // points never interact
// might intersect, so do an exact clip
if( clip->trace.allsolid ) return;
if( SV_IsValidEdict( 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.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 );
}
// 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_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 )
{
moveclip_t clip;
vec3_t trace_endpos;
float trace_fraction;
Q_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( 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 );
clip.trace.fraction *= trace_fraction;
svgame.globals->trace_ent = clip.trace.ent;
}
SV_CopyTraceToGlobal( &clip.trace );
return clip.trace;
}
/*
==================
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;
Q_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 );
clip.trace.fraction *= trace_fraction;
svgame.globals->trace_ent = clip.trace.ent;
}
SV_CopyTraceToGlobal( &clip.trace );
return clip.trace;
}
/*
==================
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 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 );
}
surf = PM_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_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_SetLightStyle
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 );
Q_strncpy( sv.lightstyles[style].pattern, s, sizeof( sv.lightstyles[0].pattern ));
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
BF_WriteByte( &sv.reliable_datagram, svc_lightstyle );
BF_WriteByte( &sv.reliable_datagram, style );
BF_WriteString( &sv.reliable_datagram, sv.lightstyles[style].pattern );
}
/*
==================
SV_GetLightStyle
needs to get correct working SV_LightPoint
==================
*/
const char *SV_GetLightStyle( int style )
{
ASSERT( style >= 0 && 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] + 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 );
}