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Xash3DArchive/engine/server/sv_world.c
2022-06-27 01:15:04 +03:00

633 lines
16 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// sv_world.c - world query functions
//=======================================================================
#include "common.h"
#include "server.h"
#include "const.h"
#include "pm_defs.h"
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 )
{
vec3_t mins, maxs;
int worldIndex = 1;
sv_numareanodes = 0;
Mod_GetBounds( worldIndex, mins, maxs );
Mem_Set( sv_areanodes, 0, sizeof( sv_areanodes ));
SV_CreateAreaNode( 0, mins, maxs );
}
/*
====================
SV_TouchLinks
====================
*/
void SV_TouchLinks( edict_t *ent, areanode_t *node )
{
link_t *l, *next;
edict_t *touch;
chull_t *hull;
vec3_t test;
// touch linked edicts
for( l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next )
{
next = l->next;
touch = EDICT_FROM_AREA( l );
if( touch == ent ) continue;
if( touch->free || touch->v.solid != SOLID_TRIGGER ) // disabled ?
continue;
if( !BoundsIntersect( ent->v.absmin, ent->v.absmax, touch->v.absmin, touch->v.absmax ))
continue;
if( CM_GetModelType( touch->v.modelindex ) == mod_brush )
{
hull = CM_HullForBsp( touch, ent->v.mins, ent->v.maxs, test );
// offset the test point appropriately for this hull.
VectorSubtract( ent->v.origin, test, test );
// test hull for intersection with this model
if( CM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
continue;
}
svgame.dllFuncs.pfnTouch( touch, ent );
if( ent->free ) break; // killtarget issues
}
// 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_UnlinkEdict
===============
*/
void SV_UnlinkEdict( edict_t *ent )
{
// not linked in anywhere
if( !ent->pvServerData->area.prev )
return;
RemoveLink( &ent->pvServerData->area );
ent->pvServerData->area.prev = NULL;
ent->pvServerData->area.next = NULL;
ent->pvServerData->linked = false;
}
/*
===============
SV_CheckForOutside
Remove entity out of level
===============
*/
void SV_CheckForOutside( edict_t *ent )
{
// not solid edicts can be fly through walls
if( ent->v.solid == SOLID_NOT ) return;
// other ents probably may travels across the void
if( ent->v.movetype != MOVETYPE_NONE ) return;
// clients can flying outside
if( ent->v.flags & FL_CLIENT ) return;
// sprites and brushes can be stucks in the walls normally
if( CM_GetModelType( ent->v.modelindex ) != mod_studio )
return;
if( SV_PointContents( ent->v.origin ) == CONTENTS_SOLID )
{
const float *org = ent->v.origin;
MsgDev( D_ERROR, "%s outside of the world at %g %g %g\n", SV_ClassName( ent ), org[0], org[1], org[2] );
ent->v.flags |= FL_KILLME;
}
}
int EntityInSolid( edict_t *ent );
/*
===============
SV_LinkEntity
===============
*/
void SV_LinkEdict( edict_t *ent, bool touch_triggers )
{
areanode_t *node;
short leafs[MAX_TOTAL_ENT_LEAFS];
int i, j, num_leafs, topNode;
sv_priv_t *sv_ent;
sv_ent = ent->pvServerData;
if( !sv_ent ) return;
if( sv_ent->area.prev ) SV_UnlinkEdict( ent ); // unlink from old position
if( ent == EDICT_NUM( 0 )) return; // don't add the world
if( ent->free ) return;
// trying to classify unclassified edicts
if( sv.state == ss_active && sv_ent->s.ed_type == ED_SPAWNED )
SV_ClassifyEdict( ent, ED_SPAWNED );
// set the abs box
svgame.dllFuncs.pfnSetAbsBox( ent );
// link to PVS leafs
sv_ent->num_leafs = 0;
// get all leafs, including solids
num_leafs = CM_BoxLeafnums( ent->v.absmin, ent->v.absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topNode );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if( !num_leafs )
{
SV_CheckForOutside( ent );
return;
}
if( num_leafs >= MAX_ENT_LEAFS )
{
// assume we missed some leafs, and mark by headnode
sv_ent->num_leafs = -1;
sv_ent->headnode = topNode;
}
else
{
sv_ent->num_leafs = 0;
for( i = 0; i < num_leafs; i++ )
{
if( leafs[i] == -1 )
continue; // not a visible leaf
for( j = 0; j < i; j++ )
{
if( leafs[j] == leafs[i] )
break;
}
if( j == i )
{
if( sv_ent->num_leafs == MAX_ENT_LEAFS )
{
// assume we missed some leafs, and mark by headNode
sv_ent->num_leafs = -1;
sv_ent->headnode = topNode;
break;
}
sv_ent->leafnums[sv_ent->num_leafs++] = leafs[i];
}
}
}
ent->pvServerData->s.ed_flags |= ESF_LINKEDICT; // change edict state on a client too...
sv_ent->linked = true;
// ignore not solid bodies
if( ent->v.solid == SOLID_NOT && ent->v.skin == CONTENTS_NONE )
return;
// find the first node that the ent's box crosses
node = sv_areanodes;
while( 1 )
{
if( node->axis == -1 ) break;
if( ent->v.absmin[node->axis] > node->dist )
node = node->children[0];
else if( ent->v.absmax[node->axis] < node->dist )
node = node->children[1];
else break; // crosses the node
}
// link it in
if( ent->v.solid == SOLID_TRIGGER )
InsertLinkBefore( &sv_ent->area, &node->trigger_edicts, NUM_FOR_EDICT( ent ));
else if( ent->v.solid == SOLID_NOT && ent->v.skin != CONTENTS_NONE )
InsertLinkBefore( &sv_ent->area, &node->water_edicts, NUM_FOR_EDICT( ent ));
else InsertLinkBefore( &sv_ent->area, &node->solid_edicts, NUM_FOR_EDICT( ent ));
if( touch_triggers ) SV_TouchLinks( ent, sv_areanodes );
}
/*
============================================================================
AREA QUERY
Fills in a list of all entities who's absmin / absmax intersects the given
bounds. This does NOT mean that they actually touch in the case of bmodels.
============================================================================
*/
/*
====================
SV_AreaEdicts_r
====================
*/
void SV_AreaEdicts_r( areanode_t *node, area_t *ap )
{
link_t *l, *next, *start;
edict_t *check;
int count = 0;
// touch linked edicts
if( ap->type == AREA_SOLID )
start = &node->solid_edicts;
else if( ap->type == AREA_TRIGGERS )
start = &node->trigger_edicts;
else start = &node->water_edicts;
for( l = start->next; l != start; l = next )
{
next = l->next;
check = EDICT_FROM_AREA( l );
if( check->v.solid == SOLID_NOT && check->v.skin == CONTENTS_NONE )
continue; // deactivated
if( !BoundsIntersect( check->v.absmin, check->v.absmax, ap->mins, ap->maxs ))
continue; // not touching
if( ap->count == ap->maxcount )
{
MsgDev( D_WARN, "SV_AreaEdicts: maxcount hit\n" );
return;
}
ap->list[ap->count] = check;
ap->count++;
}
if( node->axis == -1 ) return; // terminal node
// recurse down both sides
if( ap->maxs[node->axis] > node->dist ) SV_AreaEdicts_r( node->children[0], ap );
if( ap->mins[node->axis] < node->dist ) SV_AreaEdicts_r( node->children[1], ap );
}
/*
================
SV_AreaEdicts
================
*/
int SV_AreaEdicts( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount, int areatype )
{
area_t ap;
ap.mins = mins;
ap.maxs = maxs;
ap.list = list;
ap.count = 0;
ap.maxcount = maxcount;
ap.type = areatype;
SV_AreaEdicts_r( sv_areanodes, &ap );
return ap.count;
}
/*
====================
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.solid == SOLID_NOT )
continue;
if( touch == clip->passedict )
continue;
if( touch->v.solid == SOLID_TRIGGER )
Host_Error( "trigger in clipping list\n" );
if( clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP )
continue;
// don't clip points against points (they can't collide)
if( VectorCompare( touch->v.mins, touch->v.maxs ) && (clip->type != MOVE_MISSILE || !( touch->v.flags & FL_MONSTER )))
continue;
if( clip->type == MOVE_WORLDONLY )
{
// accept only real bsp models with FL_WORLDBRUSH set
if( CM_GetModelType( touch->v.modelindex ) == mod_brush && touch->v.flags & FL_WORLDBRUSH );
else continue;
}
if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax ))
continue;
if( clip->passedict && !VectorIsNull( clip->passedict->v.size ) && VectorIsNull( touch->v.size ))
continue; // points never interact
// monsterclip filter
if( CM_GetModelType( touch->v.modelindex ) == mod_brush && ( touch->v.flags & FL_MONSTERCLIP ))
{
if( clip->passedict && clip->passedict->v.flags & FL_MONSTERCLIP );
else continue;
}
// custom user filter
if( !svgame.dllFuncs.pfnShouldCollide( touch, clip->passedict ))
continue;
if( clip->flags & FMOVE_IGNORE_GLASS && CM_GetModelType( touch->v.modelindex ) == mod_brush )
{
vec3_t point;
// we ignore brushes with rendermode != kRenderNormal
switch( touch->v.rendermode )
{
case kRenderTransTexture:
case kRenderTransAlpha:
case kRenderTransAdd:
if( touch->v.renderamt < 200 )
continue;
// check for translucent contents
if( VectorIsNull( touch->v.origin ))
VectorAverage( touch->v.absmin, touch->v.absmax, point );
else VectorCopy( touch->v.origin, point );
if( SV_PointContents( point ) == CONTENTS_TRANSLUCENT )
continue; // grate detected
default: break;
}
}
// might intersect, so do an exact clip
if( clip->trace.fAllSolid ) return;
if( clip->passedict )
{
if( touch->v.owner == clip->passedict )
continue; // don't clip against own missiles
if( clip->passedict->v.owner == touch )
continue; // don't clip against owner
}
if( touch->v.flags & FL_MONSTER )
trace = CM_ClipMove( touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->flags );
else trace = CM_ClipMove( touch, clip->start, clip->mins, clip->maxs, clip->end, clip->flags );
clip->trace = World_CombineTraces( &clip->trace, &trace, touch );
}
// recurse down both sides
if( node->axis == -1 ) return;
if( clip->boxmaxs[node->axis] > node->dist )
SV_ClipToLinks( node->children[0], clip );
if( clip->boxmins[node->axis] < node->dist )
SV_ClipToLinks( node->children[1], clip );
}
/*
==================
SV_Move
==================
*/
trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
{
moveclip_t clip;
int i;
Mem_Set( &clip, 0, sizeof( moveclip_t ));
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = (type & 0xFF);
clip.flags = (type & 0xFF00);
clip.passedict = e;
// clip to world
clip.trace = CM_ClipMove( EDICT_NUM( 0 ), start, mins, maxs, end, 0 );
if( type == MOVE_MISSILE )
{
for( i = 0; i < 3; i++ )
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy( mins, clip.mins2 );
VectorCopy( maxs, clip.maxs2 );
}
// create the bounding box of the entire move
World_MoveBounds( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities
SV_ClipToLinks( sv_areanodes, &clip );
return clip.trace;
}
/*
==================
SV_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.vecEndPos, tossent->v.origin );
if( trace.flFraction < 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;
}
/*
=============
SV_PointContents
=============
*/
int SV_TruePointContents( const vec3_t p )
{
int i, num, contents;
edict_t *hit, *touch[MAX_EDICTS];
// sanity check
if( !p ) return CONTENTS_NONE;
// get base contents from world
contents = CM_PointContents( p );
if( contents != CONTENTS_EMPTY )
return contents; // have some world contents
// check contents from all the solid entities
num = SV_AreaEdicts( p, p, touch, MAX_EDICTS, AREA_SOLID );
for( i = 0; i < num; i++ )
{
hit = touch[i];
if( hit->v.solid != SOLID_BSP )
continue; // monsters, players
// solid entity found
return CONTENTS_SOLID;
}
// check contents from all the custom entities
num = SV_AreaEdicts( p, p, touch, MAX_EDICTS, AREA_CUSTOM );
for( i = 0; i < num; i++ )
{
hit = touch[i];
if( hit->v.solid != SOLID_NOT || hit->v.skin == CONTENTS_NONE )
continue; // invalid water ?
// custom contents found
return hit->v.skin;
}
return contents;
}
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_TestPlayerPosition
============
*/
edict_t *SV_TestPlayerPosition( const vec3_t origin, edict_t *pass, TraceResult *tr )
{
float *mins, *maxs;
trace_t result;
svgame.pmove->usehull = bound( 0, svgame.pmove->usehull, 3 );
mins = svgame.pmove->player_mins[svgame.pmove->usehull];
maxs = svgame.pmove->player_maxs[svgame.pmove->usehull];
if( pass ) SV_SetMinMaxSize( pass, mins, maxs );
result = SV_Move( origin, mins, maxs, origin, MOVE_NORMAL, pass );
if( tr ) *tr = result;
if( result.pHit )
return result.pHit;
return NULL;
}