1636 lines
42 KiB
C
1636 lines
42 KiB
C
/*
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sv_world.c - world query functions
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Copyright (C) 2008 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "server.h"
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#include "const.h"
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#include "pm_local.h"
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#include "studio.h"
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typedef struct moveclip_s
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{
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vec3_t boxmins, boxmaxs; // enclose the test object along entire move
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float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against mosnters
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const float *start, *end;
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edict_t *passedict;
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trace_t trace;
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int type; // move type
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int flags; // trace flags
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} moveclip_t;
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static int sv_lastofs; // lightstyles code use this
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/*
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===============================================================================
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HULL BOXES
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===============================================================================
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*/
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static hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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/*
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===================
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SV_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void SV_InitBoxHull( void )
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{
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int i, side;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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for( i = 0; i < 6; i++ )
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{
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box_clipnodes[i].planenum = i;
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side = i & 1;
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box_clipnodes[i].children[side] = CONTENTS_EMPTY;
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if( i != 5 ) box_clipnodes[i].children[side^1] = i + 1;
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else box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
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box_planes[i].type = i>>1;
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box_planes[i].normal[i>>1] = 1;
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box_planes[i].signbits = 0;
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}
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}
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/*
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====================
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StudioPlayerBlend
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====================
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*/
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void SV_StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch )
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{
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// calc up/down pointing
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*pBlend = (*pPitch * 3);
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if( *pBlend < pseqdesc->blendstart[0] )
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{
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*pPitch -= pseqdesc->blendstart[0] / 3.0f;
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*pBlend = 0;
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}
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else if( *pBlend > pseqdesc->blendend[0] )
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{
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*pPitch -= pseqdesc->blendend[0] / 3.0f;
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*pBlend = 255;
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}
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else
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{
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if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1f ) // catch qc error
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*pBlend = 127;
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else *pBlend = 255.0f * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]);
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*pPitch = 0;
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}
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}
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/*
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===================
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SV_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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hull_t *SV_HullForBox( const vec3_t mins, const vec3_t maxs )
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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/*
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==================
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SV_HullAutoSelect
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select the apropriate hull automatically
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==================
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*/
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hull_t *SV_HullAutoSelect( model_t *model, const vec3_t mins, const vec3_t maxs, const vec3_t size, vec3_t offset )
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{
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float curdiff;
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float lastdiff = 999;
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int i, hullNumber = 0; // assume we fail
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hull_t *hull;
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// select the hull automatically
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for( i = 0; i < 4; i++ )
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{
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curdiff = floor( VectorAvg( size )) - floor( VectorAvg( world.hull_sizes[i] ));
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curdiff = fabs( curdiff );
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if( curdiff < lastdiff )
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{
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hullNumber = i;
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lastdiff = curdiff;
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}
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}
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// TraceHull stuff
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hull = &model->hulls[hullNumber];
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// calculate an offset value to center the origin
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// NOTE: never get offset of drawing hull
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if( !hullNumber ) VectorCopy( hull->clip_mins, offset );
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else VectorSubtract( hull->clip_mins, mins, offset );
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return hull;
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}
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/*
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==================
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SV_HullForBsp
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forcing to select BSP hull
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==================
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*/
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hull_t *SV_HullForBsp( edict_t *ent, const vec3_t mins, const vec3_t maxs, float *offset )
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{
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hull_t *hull;
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model_t *model;
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vec3_t size;
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// decide which clipping hull to use, based on the size
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model = Mod_Handle( ent->v.modelindex );
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if( !model || model->type != mod_brush )
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Host_Error( "Entity %i SOLID_BSP with a non bsp model %i\n", NUM_FOR_EDICT( ent ), model->type );
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VectorSubtract( maxs, mins, size );
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#ifdef RANDOM_HULL_NULLIZATION
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// author: The FiEctro
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hull = &model->hulls[Com_RandomLong( 0, 0 )];
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#endif
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if( sv_quakehulls->integer == 1 )
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{
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// Using quake-style hull select for my Quake remake
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if( size[0] < 3.0f || model->flags & MODEL_LIQUID )
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hull = &model->hulls[0];
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else if( size[0] <= 32.0f )
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hull = &model->hulls[1];
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else hull = &model->hulls[2];
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VectorSubtract( hull->clip_mins, mins, offset );
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}
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else if( sv_quakehulls->integer == 2 )
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{
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// undocumented feature: auto hull select
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hull = SV_HullAutoSelect( model, mins, maxs, size, offset );
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}
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else
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{
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if( size[0] <= 8.0f || model->flags & MODEL_LIQUID )
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{
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hull = &model->hulls[0];
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VectorCopy( hull->clip_mins, offset );
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}
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else
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{
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if( size[0] <= 36.0f )
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{
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if( size[2] <= 36.0f )
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hull = &model->hulls[3];
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else hull = &model->hulls[1];
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}
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else hull = &model->hulls[2];
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VectorSubtract( hull->clip_mins, mins, offset );
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}
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}
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VectorAdd( offset, ent->v.origin, offset );
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return hull;
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}
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/*
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================
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SV_HullForEntity
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Returns a hull that can be used for testing or clipping an object of mins/maxs
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size.
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Offset is filled in to contain the adjustment that must be added to the
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testing object's origin to get a point to use with the returned hull.
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================
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*/
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hull_t *SV_HullForEntity( edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset )
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{
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hull_t *hull;
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vec3_t hullmins, hullmaxs;
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if( ent->v.solid == SOLID_BSP )
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{
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if( ent->v.movetype != MOVETYPE_PUSH && ent->v.movetype != MOVETYPE_PUSHSTEP )
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Host_Error( "'%s' has SOLID_BSP without MOVETYPE_PUSH or MOVETYPE_PUSHSTEP\n", SV_ClassName( ent ));
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hull = SV_HullForBsp( ent, mins, maxs, offset );
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}
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else
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{
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// create a temp hull from bounding box sizes
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VectorSubtract( ent->v.mins, maxs, hullmins );
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VectorSubtract( ent->v.maxs, mins, hullmaxs );
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hull = SV_HullForBox( hullmins, hullmaxs );
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VectorCopy( ent->v.origin, offset );
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}
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return hull;
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}
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/*
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====================
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SV_HullForStudioModel
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====================
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*/
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hull_t *SV_HullForStudioModel( edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset, int *numhitboxes )
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{
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int isPointTrace;
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float scale = 0.5f;
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vec3_t size;
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model_t *mod;
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if(( mod = Mod_Handle( ent->v.modelindex )) == NULL )
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{
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*numhitboxes = 1;
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return SV_HullForEntity( ent, mins, maxs, offset );
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}
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VectorSubtract( maxs, mins, size );
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isPointTrace = false;
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if( VectorIsNull( size ) && !( svgame.globals->trace_flags & FTRACE_SIMPLEBOX ))
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{
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isPointTrace = true;
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if( ent->v.flags & FL_CLIENT )
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{
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if( sv_clienttrace->value == 0.0f )
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{
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// so no way to trace studiomodels by hitboxes
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// use bbox instead
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isPointTrace = false;
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}
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else
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{
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scale = sv_clienttrace->value * 0.5f;
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VectorSet( size, 1.0f, 1.0f, 1.0f );
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}
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}
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}
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if( mod->flags & STUDIO_TRACE_HITBOX || isPointTrace )
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{
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VectorScale( size, scale, size );
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VectorClear( offset );
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if( ent->v.flags & FL_CLIENT )
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{
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studiohdr_t *pstudio;
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mstudioseqdesc_t *pseqdesc;
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byte controller[4];
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byte blending[2];
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vec3_t angles;
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int iBlend;
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pstudio = Mod_Extradata( mod );
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pseqdesc = (mstudioseqdesc_t *)((byte *)pstudio + pstudio->seqindex) + ent->v.sequence;
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VectorCopy( ent->v.angles, angles );
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SV_StudioPlayerBlend( pseqdesc, &iBlend, &angles[PITCH] );
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controller[0] = controller[1] = controller[2] = controller[3] = 0x7F;
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blending[0] = (byte)iBlend;
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blending[1] = 0;
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return Mod_HullForStudio( mod, ent->v.frame, ent->v.sequence, angles, ent->v.origin, size, controller, blending, numhitboxes, ent );
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}
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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 );
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}
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*numhitboxes = 1;
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return SV_HullForEntity( ent, mins, maxs, offset );
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}
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/*
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===============================================================================
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ENTITY AREA CHECKING
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===============================================================================
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*/
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areanode_t sv_areanodes[AREA_NODES];
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int sv_numareanodes;
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/*
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===============
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SV_CreateAreaNode
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builds a uniformly subdivided tree for the given world size
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===============
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*/
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areanode_t *SV_CreateAreaNode( int depth, vec3_t mins, vec3_t maxs )
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{
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areanode_t *anode;
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vec3_t size;
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vec3_t mins1, maxs1;
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vec3_t mins2, maxs2;
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anode = &sv_areanodes[sv_numareanodes++];
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ClearLink( &anode->trigger_edicts );
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ClearLink( &anode->solid_edicts );
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ClearLink( &anode->water_edicts );
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if( depth == AREA_DEPTH )
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{
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anode->axis = -1;
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anode->children[0] = anode->children[1] = NULL;
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return anode;
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}
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VectorSubtract( maxs, mins, size );
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if( size[0] > size[1] )
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anode->axis = 0;
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else anode->axis = 1;
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anode->dist = 0.5f * ( maxs[anode->axis] + mins[anode->axis] );
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VectorCopy( mins, mins1 );
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VectorCopy( mins, mins2 );
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VectorCopy( maxs, maxs1 );
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VectorCopy( maxs, maxs2 );
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maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
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anode->children[0] = SV_CreateAreaNode( depth+1, mins2, maxs2 );
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anode->children[1] = SV_CreateAreaNode( depth+1, mins1, maxs1 );
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return anode;
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}
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/*
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===============
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SV_ClearWorld
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===============
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*/
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void SV_ClearWorld( void )
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{
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int i;
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SV_InitBoxHull(); // for box testing
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// clear lightstyles
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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sv.lightstyles[i].value = 256.0f;
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sv_lastofs = -1;
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Q_memset( sv_areanodes, 0, sizeof( sv_areanodes ));
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sv_numareanodes = 0;
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SV_CreateAreaNode( 0, sv.worldmodel->mins, sv.worldmodel->maxs );
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}
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/*
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===============
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SV_UnlinkEdict
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===============
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*/
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void SV_UnlinkEdict( edict_t *ent )
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{
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// not linked in anywhere
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if( !ent->area.prev ) return;
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RemoveLink( &ent->area );
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ent->area.prev = NULL;
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ent->area.next = NULL;
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}
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/*
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====================
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SV_TouchLinks
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====================
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*/
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void SV_TouchLinks( edict_t *ent, areanode_t *node )
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{
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link_t *l, *next;
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edict_t *touch;
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hull_t *hull;
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vec3_t test, offset;
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// touch linked edicts
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for( l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next )
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{
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next = l->next;
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touch = EDICT_FROM_AREA( l );
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if( svgame.physFuncs.SV_TriggerTouch != NULL )
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{
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// user dll can override trigger checking (Xash3D extension)
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if( !svgame.physFuncs.SV_TriggerTouch( ent, touch ))
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continue;
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}
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else
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{
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if( touch == ent || touch->v.solid != SOLID_TRIGGER ) // disabled ?
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continue;
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if( touch->v.groupinfo && ent->v.groupinfo )
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{
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if(( !svs.groupop && !(touch->v.groupinfo & ent->v.groupinfo)) ||
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(svs.groupop == 1 && (touch->v.groupinfo & ent->v.groupinfo)))
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continue;
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}
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if( !BoundsIntersect( ent->v.absmin, ent->v.absmax, touch->v.absmin, touch->v.absmax ))
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continue;
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// check brush triggers accuracy
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if( Mod_GetType( touch->v.modelindex ) == mod_brush )
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{
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model_t *mod = Mod_Handle( touch->v.modelindex );
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// force to select bsp-hull
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hull = SV_HullForBsp( touch, ent->v.mins, ent->v.maxs, offset );
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// support for rotational triggers
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if(( mod->flags & MODEL_HAS_ORIGIN ) && !VectorIsNull( touch->v.angles ))
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{
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matrix4x4 matrix;
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Matrix4x4_CreateFromEntity( matrix, touch->v.angles, offset, 1.0f );
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Matrix4x4_VectorITransform( matrix, ent->v.origin, test );
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}
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else
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{
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// offset the test point appropriately for this hull.
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VectorSubtract( ent->v.origin, offset, test );
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}
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// test hull for intersection with this model
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if( PM_HullPointContents( hull, hull->firstclipnode, test ) != CONTENTS_SOLID )
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continue;
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}
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}
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// never touch the triggers when "playersonly" is active
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if(!( sv.hostflags & SVF_PLAYERSONLY ))
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{
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svgame.globals->time = sv.time;
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svgame.dllFuncs.pfnTouch( touch, ent );
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}
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}
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// recurse down both sides
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if( node->axis == -1 ) return;
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if( ent->v.absmax[node->axis] > node->dist )
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SV_TouchLinks( ent, node->children[0] );
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if( ent->v.absmin[node->axis] < node->dist )
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SV_TouchLinks( ent, node->children[1] );
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}
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/*
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===============
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SV_FindTouchedLeafs
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===============
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*/
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void SV_FindTouchedLeafs( edict_t *ent, mnode_t *node, int *headnode )
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{
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mplane_t *splitplane;
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int sides, leafnum;
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mleaf_t *leaf;
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if( node->contents == CONTENTS_SOLID )
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return;
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// add an efrag if the node is a leaf
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if( node->contents < 0 )
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{
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if( ent->num_leafs > ( MAX_ENT_LEAFS - 1 ))
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{
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// 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 );
|
|
}
|
|
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/*
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|
==================
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|
SV_GetLightStyle
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|
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|
needs to get correct working SV_LightPoint
|
|
==================
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|
*/
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|
const char *SV_GetLightStyle( int style )
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|
{
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ASSERT( style >= 0 && style < MAX_LIGHTSTYLES );
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return sv.lightstyles[style].pattern;
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|
}
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|
|
|
/*
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|
==================
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|
SV_LightForEntity
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|
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|
grab the ambient lighting color for current point
|
|
==================
|
|
*/
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|
int SV_LightForEntity( edict_t *pEdict )
|
|
{
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|
vec3_t start, end;
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|
|
|
if( !pEdict ) return 0;
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|
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 );
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|
VectorCopy( pEdict->v.origin, end );
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|
|
|
if( pEdict->v.effects & EF_INVLIGHT )
|
|
end[2] = start[2] + 8192;
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|
else end[2] = start[2] - 8192;
|
|
VectorSet( sv_pointColor, 1.0f, 1.0f, 1.0f );
|
|
|
|
SV_RecursiveLightPoint( sv.worldmodel, sv.worldmodel->nodes, start, end );
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|
|
|
return VectorAvg( sv_pointColor );
|
|
} |